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Everything useless in DST/DS

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So. Another thread... I emm... Somebody suggested before that I should make a thread dedicated to the things that I find bad about this game. Well, this is sorta it, but it's sort of not? I just think that useless or more specifically non-usage (items not being used, like, nearly at all) of certain things is important to talk about. And cool, we got uses for moon rocks and compass and are yet to get some more for them, but... There's plenty more things that need tweaking. Remember, this is based on what I've observed over time whilst playing this game in terms of what other players use and in terms of what I myself have found useful, so your experience might suggest otherwise. Well, actually this is for DST AND DS, so, it's a mix and match of various things.

Don't Starve Together

Spoiler

 

* Night Lights - Extremely useful in single player Vanilla and RoG. Completely and utterly useless in DST and Shipwrecked (wait, can you even craft these in Shipwrecked worlds?), but regardless, the bigger problem is with DST. It's an item that exists there, but has basically no use. The thing that made it ever so useful in single player Vanilla and RoG was that you could craft a bunch of them in the Ruins and use the nightmare fuel that dropped from nightmares after they died due to nightmare phase ending to fuel the Night Lights all you wanted. Now? They're more or less useless. Good as a decor, but functionally have no use in DST, considering you can only fuel them with Nightmare Fuel, which isn't as easy to come by, unless you're insane 24/7 or something. Things I think that could be added to it is if you could fuel it via Living Logs, cause lets be honest; late game worlds get a bunch of tree guards and you end up having a full chest with them. And second would be that it could act as a temperature regulating source as well; it would cool you off if you're overheating and warm you up if you're dying from the cold. Kind of like normal and endothermic firepit all in one :p just that the fuel source is a bit costly, in particular for early-game.

* Insulated Pack - for a giant's item that also takes 3 gears, this is so useless, I can't even. Rezecib has made a mod which increases its slots to 8, but this approach just makes its concept useless if you get a piggy back or better yet a Krampus sack as it would just become a Backpack that has some of the Ice Box's traits to it. I'd suggest keeping the 6 slots, being able to keep food from going stale for just as long as in Ice Box if it doesn't already, keep ice from melting forever, cool down Thermal stones and Make it inflammable, because none of its craftables actually burn, unless you count that the fur tufts that make up thick fur burn individually, but the thick fur itself does not! Same goes for single player.

* Weather Pain - Just buff up its uses and perhaps allow it to be fueled via Down Feathers. That's all I'm asking for. Unless, you want to like, make gears and volt goat horns more accessible, that could work too, I guess. Regardless, for what it is, this isn't neither a reliable weapon nor a reliable tool, especially ever since Klei nerfed it in DST and it requiring more hits to destroy a tree, which I am not sure as to why this was implemented. Same goes for single player, and even more so for single player, because in multiplayer Down Feathers are a lot more common.

* Broken shells - If you're grinding for Shelmets/Snurtle Shell Armours, you might just get a bunch of Broken shells along the way. The thing is that not only are they broken (aesthetically), but they're also useless (literally) :( if you got them every now and then, yeah, their decorative use could be well fit, but if you're grinding for those fancy Shellmets/Snurlte Shell Armours, you'll get a bunch of them and essentially, you'll just have to feed them to your good ol' pal Lureplant. Same goes for single player. Which brings me to the next two items/things...

* Shelmet - It's kind of a joke at this point. It looks cool and is better in durability as well as in protection, but they're way too unreliable. Think about how many people will go through Shelmets in a few days if they used them constantly and, lets say there's 4 professionals on the server. They're way too unreliable and not worth going for, just to get some extra protection for your head. I would say that it should have 95% instead of 90% protection and should be repairable via Broken shells because for one we don't have any head armour that has this protection amount, but we have TWO body armours that have this (Marble Suit and Night Armour) and for two, it's inferior to the Thulecite Crown in every way; its reliability, its durability and its protection (it's the same, but the crown has the occasional shield popping up, which provides 100% protection and during the time keeps the crown from losing durability). I would also like to direct you to this thread I made ages ago, but that drowned in the sinking sand of the deserted Suggestion thread: 

Same goes for single player.

* Ferns - whilst foliage is renewable, the place where you would typically find them is not a place where you can renewably get them... What?! If flowers are renewable on the overworld and regrow by themselves, then why aren't ferns? Please, just make them respawn! Same goes for single player.

* Belt of Hunger, Summer Frest, Rain coat and all other torso-related clothing - it's basically useless. Whilst I've seen some people occasionally use them, hand them over to newbies or playing without using using backpacks nearly all of the time... most people don't use these. Like, ever. Why? Because Backpacks and Krampus sacks are the soulmate of torso equip slots. I honestly do not know what to do about this, other than allowing for backpacks to have a whole new equip slot for themselves, like some mods allow it, or perhaps having some more inventory space when you equip clothing (but just a little bit more if we're going down this route), though I'm sure Klei could think of something spectactular, right guys? ... right...? Oh and why does the Breezy vest have 60 insulation instead of 120? Considering that Dapper vest has 60 and there's none that has 120, it would make sense if the Breezy vest had 120, making it the middle tier torso clothing, which as it stands doesn't even exist in the game. Same goes for single player.

* Darts - oh boy, you knew this was coming ;) I am just sick of not being able to use darts unless I have a reed farm and if I grind to farm a bunch of feathers. And even then they're pretty much "meh"! The amount of damage they deal doesn't matter as much as the amount of durability they have... which is one. And they stack up to only 20. Which is 20 uses. Whilst at the same time, Dark sword or a Tentacle spike are just the best in comparison because they have five times the durability and they're easy to obtain per amount of this durability. And plus, after some things got damage buff, darts have become x2 as useless for those mobs (even those mobs are the ones that you would typically actually want to kill with darts if you ever used them, such as Deerclops, Bearger, Spider Queen etc.), plus the fact that if you keep shooting them at a mob, it's much slower than when just hitting an enemy and because fire damage got nerfed hugely... it now takes 7 whole fire darts to kill one spider... What?! Because of this ridiculousness, I would suggest the following: 1) Have a new item called Blow pipe, which requires 2 or so reeds to craft. 2) You would get 4 darts each time you craft a dart and they would no longer require reeds to craft, so 1 azure feather and 1 hounds teeth would give you 4 blow darts. These darts could then be fueled within the blowpipe one at a time. So, they would be ranged and deal more damage per, but generally require a tad bit more resources and effort to gain and would let you shoot much slower, depending on how fast you refuel your blow pipe. 3) Darts would stack up to 40 4) Fire darts would deal 50 - 75 damage first before igniting the target upon hit. And that's it. Klei can probably think of some other ways, but this is the way it would make most sense and would keep the darts relatively useful and worth the while to get and use, whilst not making melee weapons obsolete. Same goes for single player.

Bunny puff - The amount of them you get later on... this might have to do with the Bunnies respawning every day and not every 4 days like pigs do. But their puff really has no uses other than making more of their houses and, well, something that nobody really uses; Fur Roll. It has only 3 uses and really, because all of the stats can be restored anyway through the use of food which you can get a whole bunch of, just sitting there doing nothing whilst your stats recover is just lame. Implementing the energy stat could make the puff and the roll it's made out of very useful, but that's something that would sort of overhaul the whole game, kind of like insanity did when it was introduced. Either way, I've heard some people say they loved the idea of having energy that you need to take care of via sleeping or sitting down, so it's something to consider. Regardless, having something more to craft out of the puff, perhaps adding/substituting it in the warm clothings recipes could work? May be for Hibearnation vest (replacing rope or Dapper Vest) and... PUFFY vest ;) (instead of it requiring 2 beefalo wool, it would require 2 bunny puffs) and what about the winter hat? In terms of its texture, I would say it being made out of 4 silk and 4 bunny puffs could work really well! Yeah, it would mean that the only most notable use for beefalo wool would become th shaving/killing beefalo. Plus, carpeted flooring, Bernie and Saddles still use it >_> (P.S could you make the puff so that monsters wouldn't eat them? It just makes no sense that they do!).

Butter - it's rare, it's unreliable... why does it exist exactly? Because it's a pun to butterflies dropping them? Then what about the Waffles? It would be great if we could turn Volt Goat Milk into some Butter and perhaps if we could, you know... Milk the Volt Goats and perhaps Beefalo too? Either way, it being more common somehow would be nice, considering how many pierogis we can craft late-game. Same goes for single player.

Fireflies - as a fuel source, they are not great largely due to the fact that they don't respawn. Perhaps, once you pick one, another would respawn in the same biome in a random place in the world, encouraging exploring/going around the world every now and then? Just as an alternative to light bulbs. I know people can keep them around the base to stay as a permanent light source but... wait, people already do that! And unless you made them respawn instantly, I don't see them being placed everywhere at any point in the game. Plus, what is the point in them being a fuel source in the first place if they're not going to be used for this purpose unless it's an emergency? Besides running in circles, especially if you introduce energy into the game might not be that big of a problem. Or perhaps, they could fade away before someone actually gets close enough to provide any light source; that could be done too.Just, please, whatever you do, make them renewable. Same goes for single player.

Chester - due to his movement speed and the fact that he doesn't teleport to you if you outrun him unless you go through a wormhole. Perhaps make him run at the speed of the person the player who is holding the eyebone is running? Because otherwise, he goes from a portable chest to, well, just a stationary chest. Same goes for single player.

Glommer - Pretty much the same as chester. Same goes for single player. Having a larger radius of sanity buff would be great too, considering that there's multiple players in one place a lot of the time.

Foliage - It would be great to have a garland alternative for caves made out of foliage. And perhaps it being an ingredient for carpeted flooring, since the flooring is purple? But the reason it's pretty much useless if, well, because it doesn't give you sanity when picked like flowers do, only has a decorative craftable and has the awesome use of giving you 1 hp when eaten. And that's it. Like, what's even the point of keeping them/picking ferns? Same goes for single player.

Gunpowder - pretty tough to get your hands on it and... for what? Especially since nobody likes to waste away food, even eggs, we don't have any eggs left in the chest to rot in order to make some gunpowder. It was best when Pengulls used to provide them for us, like in single player, but because of the bug that is in the game, rotten eggs have become a lot less common. If Shipwrecked gets introduced in DST and the recipes that require gunpowder actually become worth the while and useful, then perhaps the grind will be worth it. But right now... nobody's using it for anything, really. Same goes for single player, but to a bit lesser of an extent due to the fact that Pengulls there are not bugged and respawn, as far as I'm aware.

* Pan Flutes - The amount of times that STS is used on so many things cannot even begin to compare with the pan flute. Whilst Pan flute is technically renewable due to deconstruction staff, it would be much wiser to use the staves on thulecite, considering how rare they are. Mandrakes themselves can be cooked, eaten or cooked in crock pot for Mandrake soup by some newbie or just simply stolen by a looter. If there was some way to renew Mandrakes, lets say 1% for it to grow from farms (when normal seeds are planted), 5% chance to get second mandrake seed from giving mandrake to bird in cage, could not only make them easier to renew and make both mandrakes and pan flutes renewable even if all mandrakes and pan flutes are gone, but also multiply them if you so chose to as well as make farms much more worth the while, as some people have said that they're more or less useless. Or perhaps take this idea as a way of renewing them (we need more meep!): 

 

* Tents and Siesta Lean-tos - same as for fur rolls. As for straw rolls, for what they provide, whilst they're not as commonly used, if they are quite useful; keeps you from dying in the night if you have nothing to craft a light source with or you have no other way of restoring sanity and all you have is some bit of grass. Same goes for single player.

* Killer Bees and Misquitos as items - you don't get a frog or a spider when you catch these in a trap. Why do I get Killer Bees and Mosquitos as items when I catch them? I know it makes a tad bit more sense, but you don't get frogs or spiders as items once you pick up a trap that they got caught in. So what is the purpose of this? I guess they could have some uses if you place them down to fight off a mob for you, but why not use the normal bees instead then? At least they're not hostile towards players most of the time! Yeah, killer bees have a bit faster attack period, but that isn't going to change a lot. Same goes for single player. Speaking of bees...

* Bee mine - does anybody ever use these for anything? Tooth traps are so much better than these in every way! Crafting bee mines is like crafting a bee box for the sole purpose of it acting as a tooth trap. I honestly do not have a clue as to how these could be made useful and I have yet to see any awesome suggestions, but just add something to this, Klei, please? Same goes for single player.

* The Lazy Forager - we all already know what's so bad about it, but I'll repeat this anyway... Can't refuel it/small amount of uses/what would you even use it for anyway? Same goes for single player.

* Various crock pot foods as well as some general foods - things like Fish sticks and Unagi really need revision, I feel, because Unagi is a ruins food item, but as far as its usefulness goes to the ruins exploration itself... just nope; I mean even Jerky is better in every way than this is! I would suggest that Unagi should give more sanity upon consumption, lets say 30. It'll be better in terms of sanity than jerky and the same in terms of health, but a little inferior in terms of hunger and lasts x2 less, making it great for ruins exploration and not needing tamoshanter with you or taffy down in the ruins. As for Fishsticks... Just let it give you 50 hp instead of 40, because it's otherwise inferior to pierogis in pretty much every way. There's probably plenty other recipes that need tweaking, although I'm not going to go through each one of them right now, considering this is getting pretty long anyway. Another significant recipe to revisit is Fist Full of jam. Just 5 extra sanity from cooking 4 berries in a crock pot in comparison to eating 4 cooked berries? Same goes for single player.

* Marble suit and marble - considering it reduces your mobility by 30% and requires a ton of marble AND takes up your torso slot... it's pretty darn useless for its purpose; tanking mobs. For making it better suited for its purpose, I would suggest it having more durability, perhaps double or even tripple durability and it being possible to be repaired via marble. Or simply requiring less marble to craft and marble being much more easy to obtain renewably. Regardless, it needs some way of staying durable, because its pretty low durability seems to be its biggest issue with tanking mobs. If its durability is increased, then it could prove for a completely new way of playing the game and kiting not being so essential anymore. Hand out marble suits to newbies who don't know how to kite yet? Oh hell yes! Same goes for single player.

* One Man Band - the main use of this musical instrument is attracting mobs to help you out in works that would normally require you to feed them meat/vegetables. Considering that this item requires 4 pig skin, has low durability, makes you totally insane in a short amount of time if you have a lot of followers and takes up torso slot to use... it's pretty darn useless. I've two simple suggestions to make this item a tad bit more useful; DRASTICALLY increase its durability (lets say to 3 days instead of 3 minutes) and make it increase your sanity depending on the amount of mobs you have instead of decreasing it. Do that and I bet people will start using it mid and late game instead of using meat to get followers to help them with chopping down trees or killing a bunch of stuff. Same goes for single player.

* Ice Cube - Oh, where do I even begin with this... I guess I'll explain the main reason this is not really used that much or at all; wetness. Whilst for Fashion Melon it's bearable, for the Ice Cube it isn't. Wanna keep away from heat? Sure, have an ice cube, but guess what the price is; your sanity or if you're using Piggyback or Krampus sack, then the alternative is your pocket inventory! No, just no. Considering that it's an item that slows you down by whopping 10% (Might not be too much, but if you have a Piggyback that already decreases your movement speed by 10%, this would really suck), needs to be constantly refueled by ice as well, who would honestly use it? Thermal stone alone is so much better in every way and it just requires a pickaxe and a bunch of rocks to craft. Ice cube used to be used by many people back when it didn't cause you to go wet, including myself, but now it's not only a joke in its aesthetics (it looks weird and funny, is my point) but also a joke in its mechanics. I would suggest changing its movement speed reduction to 5%, make it increase wetness up until 33 and have ice repair more durability for it/have it degrade slower, because goddamn; not even 4 days and you already need like 9 ice to repair it? How much ice do we need to prepare for our first summer then? A full ice box? Over 9000? Consider that ice is also needed for flingos! Same goes for single player.

* Fashion Melon - Two things. One is it's main problem, which is its durability; like come on! 3 Days?! Make that 9 days, please, ain't nobody is going to farm Water melons so that each player gets 5 throughout the whole duration of summer (15 days of summer / 3 days of one fashion melon durability = you need 5 fashion melons to go through the whole summer. That's just ONE player)! And two... if Ice Cube is tweaked to have its wetness to 33, meaning that you'll instantly get wet once rain starts, having some time to dry off if it starts to rain in summer before actually getting wet whilst wearing this would be great, so perhaps reduce the max wetness it can give to 30? Same goes for single player.

* Nightmare Amulet - Just its durability and the amount of stuff it requires to craft... not really worth it. Why would I exchange some gold, 2 purple gems and a bit of nightmare fuel for possibly a little more nightmare fuel? Just increase its durability and it'll be fine, I'd say. Would keep us from exploiting wormholes for going insane late game and possibly mid-game instead :p Same goes for single player.

* Piack/Axe - Its durability for what it does in comparison to the effort you need to craft one or two of these... completely not worth it. It's just combining golden Pickaxe and Axe, taking away one of their durability and keeping one slot free, whilst taking 2 of your thulecite. The 1/2 less hits on rocks/trees respectively doesn't really cut it. If you increased its durability to, say x4 the amount it has now (496 - 1600), then perhaps it would be used much more frequently late-game, considering how hard it is to renew thulecite. Same goes for single player.

* Pumpkin lantern - I guess it's kind of thematic that it lights up during dusk, however it losing durability during this time... not that great, considering that it only lasts 10 - 12.5 minutes and requires constant pumpkin farming to keep alive and to kill it before it dies off so that the fireflies don't disappear... not that great. If fireflies dropped even when the pumpkin lantern died off and the thing didn't lose durability during dusk (although it would still light up), unless you're in caves perhaps and would have more durability overall (perhaps x4 than it currently has, which might last a whole season, so that if you're keeping like 5 or 6 in your base, it isn't so much of an annoyance to replace them). Or perhaps give them a whole new use entirely? An alternative to Lantern in that they can be held in your hand? Same goes for single player.

* Red cap - there's literally no use for the red caps other than filler. Green caps are good for increasing AND decreasing your sanity (decreasing especially useful for Maxwell), whilst blue caps are good for health in exchange of some sanity or vice versa. Red caps? I mean is anybody really going to sacrifice 20 health for 1 sanity intentionally or vice versa? I know it's meant to be something to learn from; don't eat random mushrooms, but whilst generally bad for sanity/health, it could be useful for, say hunger, so that you can still eat them if you really need food, but aren't as bothered about sanity or health. Perhaps increase its hunger value to 25, which is double of the other caps? And why do you get no hunger when you cook mushrooms? This doesn't seem to make any sense at all! Same goes for single player.

* Slurper pelt - It's kind of a shame that something this rare and hard to obtain has one use, which nobody uses anyway (Belt of Hunger). Just add something more to this? Same goes for single player.

* Walls - not only is it annoying when mobs attack them, even though they haven't aggroed onto anything else and even when they are they could easily go around the walls, they still attack them. But the biggest kicker is that there is no point in repairing them and considering that it already takes a whole bunch of resources to just craft a bunch to surround a certain area, repairing them has even less use, considering their durability. I would suggest introducing roofs and perhaps doors/gates as well so that we could make somewhat decent houses for ourselves, because it really makes no sense for our characters to not make them, considering that they've already lived in the DS world for so long and are now together, which could make building a fine house much more viable. I'd argue that the same goes for single player, considering how long you have lived there. And I know some people have said that it'll just become OP. Well, if you need tier 3 walls in more or less each corner of each roof tile (which could be the size of 4 floorings, perhaps) to keep it in tact, I honestly don't see how this could become OP. Besides, it could be implemented so that certain things would need to be left without a roof on their head, such as crops as it would block sunlight and incoming rain or something. In terms of walls themselves, the most useless ones would have to be wooden walls and moon rock walls. Wooden ones due to the fact that they just have x2 durability as grass walls and act pretty much in the same way (they burn) and require a TON of resources to craft for what they are and for moon rock walls, well, 12 hard-to-get moon rocks for just 4 wall segments and them being easily destroyed via just a normal weapon (because their main purpose was to keep players away from a certain area... well, this doesn't seem to work well and really needs revisiting, I feel).

* Rain hat - now, it seems like a well-balanced item. However, I've personally never seen anybody use it; it's either umbrella, eyebrella and in rare cases the rain coat. The functionality of it is great, however considering the other three items... it becomes useless. It's better to wear armour + umbrella for 100% protection from rain. Nobody really cares about lightning that much as it seems and for however much the item looks cool, it really has quite bad functionality for what it is in comparison to the aforementioned three rain protective items. Plus, it requires Alchemy Engine to craft, where as, say the Rain coat or the Umbrella only need a science machine.

 

 

Don't Starve

Spoiler

 

* Deerclops Eyeball - Everything but the single player Vanilla has this taken care of; once you craft 3 Shootiuses... What are you supposed to do with the other eyeballs? Eat them? Keep them as decoration? Feed them to my Lureplant? Errr.... Some other use would be great. Considering that the Scales have 3 uses, why not for Deerclops' Eyeball? Of course, don't make this Vanilla exclusive... just that because you cannot craft an Eyebrella, makes the items somewhat useless. The same goes sort of for single player RoG worlds; you craft 3 shootiuses, 1 eyebrella... then what?

 

 

 

Don't Starve Reign of Giants

Spoiler

 

Thick Fur - Similarly to the situation with Deerclops' eyeball in both RoG and Vanilla, the Thick fur becomes useless after you craft an Insulated Pack (which in and of itself is actually useless) and the Hibrenation Vest. Unlike Dragonfly's scales, with which you can craft scalemail which essentially will degrade from durability and break if you craft it and the fact that the more Scaled Chests you craft, the better and that the Down Feathers' craftables BOTH degrade (although being possible to refuel would be nice), this is not the case for the Thick Fur and it becomes useless after just 2 times of usage, unless you accidentally let your Insulated Pack burn or your Hibearnation Vest degrade to 0%.

 

 

 

Don't Starve Shipwrecked

Spoiler

 

* Boat canon - Whilst the Sealegs is just an awesome boat type where the speed reduction doesn't really matter if you drink coffee, hold a cane and a sleek hat due to the fact that it has an infinite canon (which is actually way too OP, I'd argue), normally, the canon for players is just... useless. 10 uses and for what? Grinding to get a bunch of coconuts, gunpowder and logs? "No thanks, I'll just stick to melee" <= the attitude of like every Shipwrecked player ever!

* Bioluminesence - merely because they're non-renewable, technically, their use is... meh in terms of fuel, just like fireflies. Rather to craft Buoys around your base and get Boat Lanterns or Bottle Lanterns from Whales and the Yaarctopus, although that requires some grinding/waiting to do. It's just that their main use, which is fuel for certain light sources become obsolete once they're all gone in the world. Perhaps if you don't want them to just respawn in the same place all the time, there could be certain places where they could respawn upon world-generation and perhaps those places would change every day or so and once you pick the bioluminesence, they would respawn in those places, changing the chosen place to respawn every few minutes or so. Just... whatever you do; make them respawn in some decent way.

* Snakeskin sail - I honestly do not see anyone using this at any point. The Thatch sail is a good sail for your first boat and the Cloth sail is useful until you find both Doydoys and breed them to make a Feather Lite Sail, which will do you well until you have a bunch of gears and have killed the Sealnado and crafted yourself the Iron Wind, but the Snakeskin sail? Okay, here's the problem with the "long-durability but slow" being the only factors taken into mind; you're not considering the time players take into travelling nor are you taking into consideration the distance. So, lets say you have the armored boat and nothing else other than this sail to increase your movement speed. This means 6 speed with just the boat and 25% extra, which equates to 7.5 speed. Comparing that to the Cloth sail, which in speed boost would be 7.8. This seems pretty fine, soncidering that the former lasts 4 days and the latter lasts 3 days, right? Well... no. Now, this is not exactly the correct math, but it'll do for this example. Lets time the 7.5 by 4, which is the amount of days, which equates to a number of 30. That's the distance without a specified unit that it would take you to travel 4 days at the speed of 7.5. Now, lets time 7.8 by 3, which equates to 23.4. Seems fine, doesn't it? No, the math here is wrong for the latter in the comparison. We need to time the 7.8 by 4 days and not 3 days, because otherwise the comparison cannot be made to give fair results. 7.8 x 4 is 31.2. Not that big of a difference, is it? Plus, if you took the time to repair the first sail, that would take up the 1.2 or so amount that you would have traveled via the Cloth sail, right? Well, we don't exactly know what the 1.2 would be (this is already taking up a whole bunch, so I'm not going to worry about it too much in detail, unless someone can do the math instead) and, there's a huge problem with this regardless of the equivalent math here... movement speed. Most players knowingly will use the Cloth sail, because it provides more of a speed boost. Now, repairing things every now and then is quite the drag and I speak from experience in terms of sails. If long durability is what the Snakeskin sail is going for, it doesn't do the job well enough right now. One extra day? Really? You won't notice the difference. You will most likely notice the difference if you make a long travel and then by the time you're back at base think "hei, I didn't need to take a sewing kit with me for the journey!". Now if Snakeskin sail's durability was DOUBLE the durability of the Cloth Sail, then it would have some meaningful use. Otherwise... What's even the point of it being there if it's not really going to be used at any point during a run where the player knows what they're doing?

* Sea Sack - same as for the Insulated pack under DST list.

* Spearguns - I just want to say that the durability in comparison to their crafting recipe is ridiculous. Whilst seemingly not as bad as the darts, the speargun requires you to constantly get live jellyfish, which is a grind, considering you either need a trap, trawl net or a bug net, bug net being the go-to option, although it requires silk... This in turn means... how much inventory space do I need to have to actually make use of these things? One speargun won't be enough to massacre a pack of sharkhounds coming after me, so what's the point of it? Consider that I need to pick the spear back up to use it again! Just give it more uses, because concept wise it's awesome! 50 or so should do it.

* Cactus spike - why was this made into a weapon again? 3 uses? I don't get it. Perhaps if it dealt a whole bunch of damage to cacti themselves (so that you could kill them in 3 hits) then the thing as it stands more or less could be useful? I honestly don't know. Its only useful use is cactus armour. Why you/Capy made it into a weapon and one that has the worst durability is just weird.

* Peg Leg - Similarly to Cactus spike... just why? But if you're keeping it there, then perhaps it being an exclusive weapon to Woodlegs, which deals more damage on the sea and doesn't require science machine to craft, unlike the Spear, so that it's essentially a more reliable, but less durable and less damage-dealing trident? I honestly don't know V('^')V

* Eyeshot - I don't want to come out as rude, but I'm pretty much facepalming at this item. If darts weren't useless as is, here comes a type that is not only even less useful than the others generally speaking, but is also non-renewable. Just, let Flups respawn! Not that difficult, is it? As for the eyeshot itself...apufapufff, no idea.

* Limestone Suit - wow, the amount of useless hugely junk introduced into this DLC, I, emm... Make it a marble suit variant instead? I mean, for touchstones you get limestone in place of marble, so it would kind of make sense. Speaking of limestone, the coral doesn't sometimes respawn if you're not nearby it or something... Not entirely sure as to whys of it.

* Pirate hat - ever since the amount of sanity it provides got nerfed, in comparison to its recipe and its durability... There's no point in crafting this anymore. Really though, why nerf it though? It was good as is! Consider that a sand castle, made out of some sand, palm leaves and some seashells gives off 25 sanity per minute, how would the Pirate hat be OP? It already used to be inferior to the Tam o shanter in every way, why nerf it at all?

* Captain hat - concept kind of cool, but its only being the reason to take up the head slot... who's going to use this?

* Limestone wall - pretty much the same as for other walls as mentioned in the DST list.

* Snakeskin hat - same as the Rain hat as mentioned in the DST list, pretty much.

* Sharktooth crown - I... hmm, so that's why you nerfed the pirate hat. Well, hate to break it to you, but the perk "+6.6 sanity (only on boat)" doesn't really cut it. No idea what the idea behind this item was really, so I can't really suggest anything, other than pointing out that it's pretty much useless.

* Some things, such as some foods as mentioned in DST list also apply to Shipwrecked. One example I can think of is the Doy Doy Egg; as a food item, why is it only worth as much as a normal egg and not a tallbird egg in crock pot? Just think about how rare it is! Also Jello pop; it's the same/inferior to banana pop in every way! Or take Warly's recipes, for instance. They're useful for him because of his pickiness, but generally as food items... average/worse than existing ones.

* Vines - I know they have a bunch of uses, but generally, they're not an essential resource. Not sure if they're supposed to be or not, but bamboo sure is. Although, I guess it's a good thing it's not an essential resource cause that keeps one inventory slot free and means I don't have to constantly get vines with machete like I do with bamboo?

* Snakeskin - ...

* Empty bottle - now... I know it has a lot of uses. But the things that need it to be crafted are not something you would keep crafting except the sea trap... which brings me to the next point...

* Sea trap - for one you can just use normal tarps in the water as is stands and for two... a live jelly fish to make it?! No thanks! Besides, what's the point in baiting it with meat if you'll just get meat back? It's a waste of time, resources and... pretty much everything!

* Snake oil - I know this has been said multiple times and I know it's meant to be a joke item, but at least give it some good use or let it disappear upon consumption at least, otherwise it's more or less a single emote generator in single player ;)

* Walani's Surfboard - I'm sure pretty much everyone on the forums who plays Don't Starve Shipwrecked and the developers themselves know how this needs buffing. Useful early game, useless late-game. If the surfboard's normal speed was much higher, say 8 and it could have a sail put on it, then it would have a decent reason to be used as Walani or to pick the character to play as in the first place.

* Cargo boat - many might disagree on this, however there is one reason I never use it; it can be destroyed by dragoon eggs in one hit. If its durability was something like 350 or 400, I could consider it, due to more inventory space. But 300? No thanks, I'd rather not die instantly on the seas due to some giant falling rock. Besides, it's slower, so what's the point?

 

For those who think "oh, well, it's just some things that are useless, just use the things that are useful!" - in that case what is even the point of having these things in the game? Might as well just remove them as nobody is really crafting them/using them, are they? They're a large chunk of content in the game that has potential, but for whatever reason have been made so useless that nobody ever uses them. How this happens still bugs me to this day.

What do you think of the things I've suggested and have found useless? Is there anything else that I haven't mentioned and you guys have found useless?

Btw, pardon me if I say something that might sound rude or something. This whole thing took me the whole day to write... It might take people the whole day to read, but... Worth it! For bettering the game...! *dies to starvation*


Theory about Charlie main power

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I have been thinking about this topic for some time . My theory is that her power/theme is not that of a shadow (lets just call it her old self powers) but that of marble/stone . Let me explain . 

Note: If It turn out to be like my theory this might be a spoiler so on the safe side I will mark my explaining as spoiler .

Spoiler


First off we have the meteors/moonstones . They are rocks that appeared in DST . Kinda like marble but magical , a magic rock if you will (main use is with gem (and you can use magic power with those gems)) . Also they are called moon rocks , but as logic dictates it can't be a rock from the moon . It's more likely that name is given to them because they fall from the sky not because is it a real moon rock . This is added in DST maybe its a effect of Charlie taking over the world .

And Charlie version of DST portal is made of marble (or some other kind of rock)

Then we have petrified trees , no need to say more trees turning to rock . 

Now Maxwell creations are begin petrified in the same way as the trees also turning to rock .

And they said they will rework the Moonstones look (in the stream I might be wrong on this one) . I think the new look will be more marbly ... so they can look more like marble .

So all in all many coincidence . Yea but I made this theory based on 1 fact that kinda connects them - In the "A New Reign Cinematic" of DST when Charile fights with her "evil" side she turns almost everything into marble(even her throne is and everything around it is marble) while the evil side turns stuff into decay (and from there comes the disease on DST world) .

Feel free to share your theories and thoughts .

What is the future for Shipwrecked Together?

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So it has been almost a year since Shipwrecked has come into beta and a few years since DST went into it's first beta. Now I am really really happy we're getting updates every few weeks ago like the old days but I still would like to know if there's been any word in Shipwrecked being ported to Multiplayer. I know it's a big task but I fear it's been pushed to the back of bus behind a "New Reign" (which again, I'm looking forward to so much, especially if we get more lore or a new adventuremode and Through the Ages. So yeah, has there been anyword on Shipwrecked together. 

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Beta Branch Question

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I have a Dedicated server on my laptop using the quick setup guide. I want to know how I can run the beta on the main branch since i see some servers with the gold letters which i think indicates they are doing that. Thx.

World Size Comparison - DST accidental version

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This thread was created in the single player subforum by @shujuju and I, being me, forgot to look at the subforum type again and generated some worlds and images of them, so here they are in the appropriate subsection.

Here are two generated worlds for each size as of version 188821, default settings everything else, for DST (scale is 1pixel:1tile):

Small_

Spoiler

3HpLiyt.pngYw9kUd1.png

Medium_

Spoiler

H8c4V1v.pngCFxVu2T.png

Large/Default_

Spoiler

gkRfG2I.png4cZCcm6.png

 

Huge_

Spoiler

sg03khf.pngQo0DNec.png

 

[Game Update] - 188821

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  • Fixed crash on Collection screen when using a controller.
  • Fixed bug with Telelocator Focus orientation when placed.
  • Fixed audio bug with Ancient Altar.
  • Burnt Twiggy Trees and Twiggy Tree Stumps will no longer drop twigs off-screen.

View full update

Can Grass Gekkos still get sick?

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Now that disease is something that happens randomly to plants moved by the players, do gekkos still get sick?

What character do you main & why?

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Personally I main Willow because of her lighter. With the lighter I can go into the mines & mass produce lanterns on day 1. Sure, every character can do that, but Willow does it the most effectively because of her lighter. That way everyone else can start exploring & making the base while I get them all lanterns. Plus, giving people lanterns give a secret +10 relationship with the two parties.


Gradual Daytime Transitions

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I believe there's a mod for it in vanilla DS, but what do you all think? I kind of like the idea of the sun gradually rising in the morning, sort of like it becoming evening, and then night. Instead of it just jumping from night to morning like the flick of a light, it would enter into a morning version of evening, and then transition into day.

And as long as we're on it, does anyone else think that it would be kind of fulfilling fun to have the characters do the "tired walk" animation they do after waking up from a mandrake, after they get up from a roll or out of a tent? It would be a small detail, but I think it would be pretty fun. 

Weather idea

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I was watching the weather channel last night and seen some storms that I though would be fun to have in the game. I am not for sure where the best seasons for each of them would be though. The first one I thought would be a fun mechanic would be fog. This would be disorientating since you would have to rely heavily on the map. I am thinking for this you would need to use a torch to get around during it or make a fire to wait it out. It would also drain sanity if you ran around with out a torch or made a fire. The second weather system I found that would be an interesting mechanic would be hail. For this I am thinking you could make some kind of shelter when you are at your base or some kind of hard hat if you get cought in it.

The last one might be a little to much but this is a tornado. It would drop from the sky from time to time. during what season I do not know. It slowly moves across the map destroying trees and throwing other things around. This way you could not be completely sure where things are. If you get caught in the tornado you take some damage and get dropped on to a different part of the map.

 

 

 

 

Banned at the speed of light!

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Okay I don't know if this is a glitch or if people are being extra cautious or maybe just my bad connection, but I've joined, not one, but THREE servers that instantly banned me IN A ROW for no reason.

The first one I could sort of understand? I said "Hi" and disconnected right afterwards (because bad wifi) and then when I re-entered the server they banned me (perhaps they were being cautious?)

But the next two times were completely uncalled for. I was just instantly banned as soon as I entered the character select screen. It's been months since I've played, and I've kind of wanted to play again, but it's hard when no one wants to play with you. I'd host my own server, but I worry about my bad connection...

Has this happened to anyone else before?:wilson_cry:

Willow's strats and Grass gekkos.

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If you got click-baited and thought that Willow has something to do with Grass Gekkos, I'm worry to disappoint you; they're completely different things. Though it beats me making multiple topics about them.

No.1

Willow's mechanics still suck. No matter how much little tweaks you give her for fun or whatever it isn't going to change that. Her having fire immunity back would make here a reasonable character to take for your own sake and having Bernie buffed would would be good for others as well. I thought of a way that Bernie could be useful and to a point where everybody would WELCOME Willow with open arms instead of feeling smug at a newcomer who plays as Willow, being all suspicious of whether they're a griefer:

When a nightmare hit Bernie make the nightmare die instantly and drop nightmare fuel! Simple as that! That way Bernie becomes not only very useful for farming nightmare fuel at the expense of some sewing kits, but also would make players who come in as Willow a godsend to pros. And pros themselves might just take Willow as a character to play for the sake of that sweet sweet nightmare fuel. Plus, the nightmare fuel fits her well; since, as she herself stated:

"Shadows are just inverted flames." - Willow the Triumphant.

No.2

Grass Gekkos don't respawn. They literally don't! Have them as a resource variant and unlike grass, they don't respawn. What the hell? Gekkos are the resources variant for a current world in the game and overtime, they have all disappeared. Those who have died have not respawned. This needs fixing!

Should Jack Carter Become a Playable Character?

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For those new to Don't Starve, Jack Carter was mentioned at least twice in the "William Carter" puzzles. The first was a letter he sent to William Carter a.k.a Maxwell and it talked about how exciting it was that William had come to America. It's obvious the two are brothers. Anyway, the letter also mentions that their mother had yet to meet the twins, most likely Jack's children and the very reason why it's a headcanon that Wendy is Maxwell's niece. 

 

The second time he was mentioned was in a postcard written by William about how reports of his demise should be ignored, however, it's possible the message was never sent as the address was scratched out, which would have left Jack to wonder if William was alive or not. 

 

Now lets think about how it's possible Jack could be introduced as a character: 

 

First his brother is missing or dead as reports state, but in reality William has changed his identity to Maxwell, leaving Jack to believe the worst. 

Second, if Wendy and Abigail are in fact his daughters, Abigail dies under mysterious circumstances and it leaves Wendy in a perpetual state of grief, unable to let go of her other half. 

Third, Wendy goes missing because her wish has something to do with keeping Abigail around. 

 

This would leave Jack with grief and questions about how and why this all happened. 

 

In comes Charlie. 

 

My headcanon is that Charlie would not target those with a desire so much as those who are sad as it seems to be a running theme for her (the florid posturn is examined to have a twinge of sadness by Wendy, and then there's the tragic torch).

 

I picture Charlie approaching Jack in some way and realizing that he's been hurt by Maxwell as she had been, she'd bring him to Their world so he could find the answers he was looking for. 

 

jack in grief.png

 

Personally, I imagine him as an old man once he reaches Their world, and in keeping up with the Carter's and death or darkness, Jack gets a scythe. 

Confused about purchase

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It says on Steam that i need to buy dont starve to play reign of giants. But i just want to buy dont starve together and reign of giants. Will this work?

Noob question: How to change signature?

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I've looked extensively and I haven't found a way to add a signature.


Marble Sculptures Theory

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On the recent news in Steam we've been given a teaser to the next update A Little Fixer Upper. The entity in particular that caught everyone's eyes was the marble sculptures. I've came up with a theory for this sculpture & what it is. The first thing is that the update is named A Little Fixer Upper. The sculpture looks damaged & ages, obviously. So, what I think is that the marble sculptures will be broken & aged pieces that resemble the monsters of Don't Starve. The one we're shown I believe is the ancient guardian or rook. If I am correct, if you slay the depicted monsters enough & give the items that seem to be broken apart to the sculpture enough times you'll have a marble guardian that'll attack & move differently based on what creature it resembled. SO PREPARE EVERYONE! PVP WILL NO LONGER BE WOLFGANGS & WICKERBOTTOM FESTS! BUT INSTEAD MARBLE ROOK FESTS!

The good, the bad, and the Willow

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So I know that for a very long time that Willow has remained a fragile topic in Don't Starve Together, and I also know that many people are sick of hearing about this topic; however I feel that it's really important to discuss this. 

A couple years ago, Willow remained as she was when converted from Singleplayer to Multiplayer, but her potential in PvP and such was fanominal. However, since her changes - She remained the undisputed least usable character in the game up till now. Some people had even said they'd prefer playing Wes over Willow. 

I'm here to remedy this - Please remove her Sanity debuff and Willow won't be a liability anymore. I know some of you people will say "Well, her teddy bear helps with Sanity issues!" or even "Just carry a thermal stone and you won't freeze!". That's not the point. Why make a character who used to be so much fun to play, be nerfed so badly? It's just so unfortunate that even Wes, who was highly regarded as "Hard-mode" is more played then Willow, simply because her debuffs make her annoying to play as, and provides no real benefit. Naturally this was a huge blow to anyone who consistently played Willow and even loved her character. I'm not asking to add some special perk or add a new balance, but please just do us all a favor and make Willow a good character again by removing her sanity debuff. 

Why is Klei taking so much time to release new skins?

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Title. What's up with all the cool skin concepts we've seen more than a year ago? There's tons and tons of items that would be in huge need of skins: lanterns, walking cane, spears, football helmet and new unique heads. How long has it been since the triumphant skins release?

It's been so long and I do not know what to think now: does klei have a huge batch of skins they plan to dump on us in one go, or just plan on keeping the current pace of releasing a new set every half year? If it is the later then I feel more and more disappointed because there's so much potential in reskining the base game and we've barely touched the surface now with the crockpots and firepits skins. Why 3 different firepits skins + the bedroll skin that nobody uses when there could have been 3-4 spears skins from which people could really choose from. And 2 torch skins which nobody really uses a few days in game once they get the lantern?

The bottom line is that I believe Klei should fasten up the pace at which they release new skins, in accordance with the price drop of skins on the market if necessary.

Forcing rain?

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Are there any good ways to force rainfall reliably? In single-player I know the telelocator staff caused it to rain, but now in DST it just adds to the atmospheric moisture, which can force rain but only after several casts, but at the cost of a ton of sanity, gems, nightmare fuel, and living logs. I imagine The End Is Nigh has a similar effect but I've never tried it. Are there any other ways to influence rainfall?

Ok, so let's discuss voting system..

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So there is a lot things wrong with voting system in current form. A lot problems actually.

1. Players tend to vote "yes" to kick people, not even knowing them. I was playing with this super helpful and quiet guy, who basically built base and was working really hard. Then he decided to expand base by demolishing part of the walls (it was really tight) and building new things over there, so probably because of that someone started vote to kick him, and obviously all new players that recently joined voted yes, not even knowing reason (nobody wrote anything on chat about him, just started vote). He was, in my opinion, the most helpful player, yet he was kicked.

Another example of random kick (or unjustified kick) is when I was doing good, building base and keeping everyone alive (winter time, and not very experienced players). But then everyone decided to leave my base and go on adventure, and all died within within 3 days. I offered to res them if they come back, but guess what they did instead - vote kicked me so they could restart the world.

 

My suggestions to make voting system way better than it is now:

1. Make public nicks of players that voted and started vote, this may discourage people from voting recklessly on various things.

2. Strenght of vote of one player should not equal strenght of vote of another player. Make votes have "weight" and votes of players who played a lot on the server (like 20+ days) should have way more weight. Even better system would be evaluation of player actions, like score based on distance travelled and performed actions like number of killed hostile monster, created means etc. but this would require way more work to implement.

3. Remove "regenerate" world vote completly. In the current system, you join server, work your ass off to build decent base, survive 30+ days and then some new players join and they all decide "hey let's regenerate world" without even asking for help or even trying to survive, and you are screwed big time. Last time it happened even players that played from the beggining voted to renengerate, simply becuase they couldn't survive winter. So if you can't survive winter, will you just player autumn over and over again instead of trying to learn? Today we had amazing base, yet players voted to regenerate world anyway, I assume half of votes were from players that just joined and didn't even care about anything that was built.

Regenerate world vote shouldn't even exsist. In what circumstances would you want to regenerate the world !? That should only happen when EVERYONE die, and die for real, not commit suicide.

4. Prohibit ghosts from voting. Yep, dead players should not have right to decide on anything, especially as in current system all votes are equal.. so vote of someone who spent 30+ days working hard is as strong as vote of new player in ghost form who just joined and died to darkness.

I don't even see point of playing right now and building base, because as soon as winter arrives half of players die or get replaced by new ones, they vote to refresh world..

 

^All of that happened on official klei servers.

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