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What do you think of the constant

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I want to know how many people are willing to go into the constant.


Do you hope to add and can get Bottomless Pit?

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Do you hope to add and can get Bottomless Pit?

why am i overheating

can't find walrus camp

What if DST was Apocalyptic, Dystopian, and Post-Apocalyptic

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In Apocalyptic worlds, Where Wanda travels back in time as the city is about to fall and the soldier is marching, Where Webber is hiding in the den while spiders protect him from zombies, Where Wortox joy is the only smile in a world where sadness is the plague.

In Dystopian worlds, Where Wormwood is lost in a product world where no love seems to be found, Where WX-78 feels empty in a technological world where they can do anything they want, Where Wickerbottom seek the truth about the world when the government controls everything.

In Post-Apocalyptic worlds, Where Wendy visit ruins building overgrow with white lilies where the sisturn lie, Where Maxwell try to survive a snow cover and frozen land where the white beast lie, Where Wurt tries to protect her people from the war between Merms and Pigs.

What kind of worlds would you choose?

Forum's Opinion on addressing Bee Queen's tyrannical rule. (2.0).

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Hello.

The reason I made this poll was because of the recent ancient guardian rework. Maybe we can suggest some ways to fix bee Queen (my favorite boss). 

Spoiler

I made a another poll just like this one but that one was bugged. It had a whole lotta answers not show up for some reason. Probably bad internet.

Message or reply to me if this has been done before. Link it too.

The Year of the Catcoon has arrived!

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DST-YOTC-IM2_EN.gif

To celebrate the Year of the Catcoon we have added a new activity in the game, new item drops and a new set of streaming drops items are now available!

Year of the Catcoon:

  • Catcoon hairballs will include a Red Pouch for the duration of the event.
  • 8 Kitcoons are hidden around the world.
  • Build the Catcoon Shrine and place any feather on it to gain access to the event craftables.
  • Build a Kitcoon Nursery to provide a home for your found Kitcoons.
  • Place 3 or more Kitcoons back to a Nursery to enable playing Hide-and-Seek with the Kitcoons to earn more Red Pouches.
  • Having trouble finding Kitcoons? Hire a Ticoon at the Catcoon Shrine to help track them down.
  • Hollow Stumps will be retrofitted into worlds that have lost them all.

Changes Summary:

  • Added support for mouse buttons 4 and 5
  • Catcoons will now play with Cawnival decorations
  • Catcoons will now hold on to items they pick up (previously the items were deleted). 
  • Catcoons will now place items they collect in their Hollow Stump.
  • Survivors can now rummage through Hollow Stumps.
  • Hollow Stumps will respawn over time if they have been destroyed.

Bug Fixes:

  • The Gym will no longer disappear when Wolfgang despawns while using it.
  • Fixed a crash when mods delete Wanda’s Backstep Watch position markers.
  • Fixed a netbook mode issue when a server has a modified tick rate.

We also have a new set of skins as part of the Fantasmical Collection!

fantasmical.png

This new collection of 11 new skins can be purchased in The Fantasmical Chest for $11.99usd. As always, these items are also available as drops in game and are weaveable using spool.  

New Twitch Drops!

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The Conch Torch skin has been added to the Nautical Collection. For a list of participating streamers, please see the official post here.

That's it for now!

Up next for February we will be opening a beta branch for the next QOL update. Unfortunately - we weren't able to get a teaser image for you this time. Perhaps I can think of some other clever hint. I'll have to remind myself to get something for you soon.     

 

View full update

 

Mistakes that led to your world's end?

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Have you ever made any sort of mistake which ended your save/progress in an instant? What was it?

Ugh, I was totally stupid one time it was a really good 50 day world save of me and my friends, I decided to use the restroom once and forgot to turn it off, the hounds decided to come at the same moment I was away...


My Only Nitpick With Wanda Skins

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Hello,

If there's one thing that has been on my mind with Wanda's skins this whole time, it's the lack of "progression" that is shown through the clocks on her skins. For example, her default skin has the hands on her hair correspond to her current age, but the Guest of Honor, Merrymaker skins do not have this detail. I am now bringing this up in hopes that someday the devs and artists could possibly have "time" to update these skins to include that detail just like her original look. I understand that they have far more important things to do, but it was worth a shot mentioning this. Thank you.:-D

E.G.

7799d6ae810fdbd1e59a4b50519bf1fc.png4287d573aac7a5976a2a8f4cff0b7d36.png

ee87a105e5f2b1f6400e37a2989053c7.png34e74ba79a47b006e2a975d265e822c8.png

If the constant is a company

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The constant sound like an insurance company.

Requests for items that have no skins or need more!

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Here's a list of skins that I believe deserve to have at least one or more skins!

1. Bee Queen Crown: No skins yet!

2. Critter Friendly Eyeball: Just Default. Maybe A Twins Skin? Or the first pet to come with two?

3. Lureplant: One skin from Terraria, but more could be neat.

4. Mushlight/Glowcap: Could always use more skins!

5. Another bundle wrap skin

6. Tam Skins!

Misc... a lot of the rare boss items/crafts could use more/have at least one.

More skins like the fantasmical one's because those were amazing!

Why do two Mushlights exist?

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So if you manage to kill toadstool, then he drops a blueprint that is 66% mushlight and 33% glowcap. Now let's talk about the differences between the two.

A mushlight accepts glowy things and then lights up the area around it.

A glowcap accepts glowy things and then lights up the area around it. ADDITIONALLY, if the glowy things are colored then the emitted light is colored. 

Is there any reason this structure is split in two? The glowcap is just a mushlight with more customizability. You could argue that the difference in sprite is a valid difference, but we have skins in this game (and by the way there are two mushlight skins and one glowcap skin. Again why are they split up?). I don't understand why Klei decided to make two structures do the same thing, just one does a little more and is a little rarer. Perhaps they saw a scenario where a player has no way to get light bulbs but somehow has more mushroom spores than they know what to do with, but specifically doesn't want any coloration to their lamp light. I just think it's annoying and I just got the mushlight bp AGAIN aurhgrgg

The 3 races as civilization what is your opinions on it and how would you improved on them?

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I want the race in DST to feel like actual civilization instead of a meat farm, we know that actual civilization existed before why can't these 3 races be more like them, they feel really flat I wish one of these "setting up the stage" content update is about civilization and how that affect the survivors, we had 2 of these races as playable characters we just need Bunnymen and then the representatives of the three races can finally focus on improving there civilization.

Spoiler

Klei what do you have against Bunnymen they got nothing new about them since the beginning ( the loot table is just a change that makes them a worse farm but adds nothing new to them ).

 

Simple, Bold and Effective approaches to character reworks

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Something that has been done a lot that I have noticed with the character reworks is that in some sense every character gets their own new meter to manage, crafting tab and lots of perk soup (minute perks that just should not be there). I really dislike this approach to be fair because not only can it make characters often opt-in and opt-out at times, as is the case especially with Winona, as opposed to staying as a character for a very long time to see how they make your gameplay different in a fun way, but it also makes it slightly arbitrary as to why these certain items can't. There is a lot you could do with simplicity and things are much more recognizable and Klei has done it before, you will find that most simplistic yet significant characters are usually the most useful in a team setting. If it was one character (and personally I think it should only be Wickerbottom who stays like this because she was the first to have this sort of thing and pretty much all except one of the books that she has are amazing to use, but when you spread this type of mechanic to so many more characters it just looks like you are trying too hard to make them seem quirky).

When don't starve's Strange New Powers update launched many characters were simply given special items as one of their perks, the other being some passive mechanic like fire immunity, saying meh to sanity or some other stat as well as a drawback that really changed how you play. These special items were almost extensions of the characters as they served almost exclusively as a perk of them. During DST's initial development however you soon gave up on that idea for whatever reason and the only character that actually still has a special item which cannot be crafted and can only really be used by that character is Woodie's axe Lucy which sadly has been neglected besides a few niche uses in favor of crammed in extra transformations, which to me personally ruined thematically the already mechanically flawed character. One exception (again, exceptions) besides Wilson I would put forward to having a special item as a rule would be WX as entering with nothing but having massive potential regardless (which WX definitely does have with gears and lightning boost) shows how WX sees itself as superior as is, being a robot and all.

I wanted to say this because there has been a lot of tweaking with Wolfgang recently and to some degree it appears as if half of the gameplay is almost ending up a mirror of what Wigfrid has going for since you can choose more whether to tank or kite and just use whatever perk utility you have to buff your combat prowess and keep it going for both characters that are stronger than average.

Because of this I would suggest to ditch the mightiness meter completely, bring back the mightiness based on hunger, but do keep it static instead of gradually decreasing damage output like it was before the rework, and I would really encourage it being x1, x2, x3 damage (yes, tripple the damage at mighty form) based on mightiness instead of x2 maximum and everything else being lower. Even though I don't play the character a whole lot, it does look like a core theme of the character was lost when mightiness was not based on his hunger anymore. The dumbells are an obvious item to have as his special item but it looks like you noticed that it would clash with the hunger-dependent mightiness, so how would you fix that without the meter?  Well, keeping single special item purpose in mind, if you only keep a single set of all the dumbells and make it a "click to use" item instead of equip oriented (much like the pan flute or Wickerbottom's books) you could make it so that when used, they drain a bit of hunger instantly but freeze the hunger drain momentarily, let's say a minute, but will be made null the moment you eat something. And then there, I think you have successfully implemented a character's special item that has a quick and effective use for its intended purpose, while staying true to the idea of the character. The gym is a neat structure but if you do keep it, just throw it into the structures tab and it could play a similar purpose except lasting for much longer while draining a bit more hunger per workout click while being less hunger costly for the hunger-freeze overall.

So what about his downside? If I were to guess he is supposed to be a character that can be inhumanely strong but is easily scared and for someone like his character I would also expect to be a big dumb goof in a sense. There was support for the idea of his max sanity being low, something like 100 but strangely there has been no change to this, his sanity is still the same 200 as our gentleman scientist Wilson. If it was changed you could then also use this to create a very effective and unique drawback with it. My suggestion is to have him get stunned and play a "scared" emote (but not taking damage) when this happens in a wider radius than hit reach from creatures that attack him while he is low on sanity/insane. This way you ensure that he stays more true to the character of being strong but wimpy and players will have to keep a keen eye on his sanity especially since it is at a low 100. Even if this sounds excessive, you can experiment on how this could work. I know there are other characters who have trouble keeping sane, but this has so far been the most interesting way that I could think of having a downside for such a character for making the gameplay thrilling and also leaves nightmare fuel farming more for the other characters to take care of allowing for some awesome character cooperation synergies.

It never made sense to me why piggyback has to have a speed loss in the first place. It is a very costly progression item from the backpack, FOUR pig skins (this is the most insane part of the cost), SIX silk and some rope and it still has a negative 10% speed loss while wearing it? If the Ice Cube (which you should revisit as an item) was any indication of passively worn items like this over extended periods of time was any indication of something being wrong here, there. The marble suit's slowdown works because it's only something that you periodically would put on for combat and when taken off but kept in inventory it does not slow you down, same goes for insanity auras of dark sword and night armor. You can't really do much the same with a backpack type item or weather clothing because you will pretty much keep those on so long as you are not at base.

To summarize I am trying to put forward the idea that had been kind of going well with don't starve when it first came out. Having 2 positive and 1 negative perks (with an exception), 1 involving a special item, another being something passive but noticeable and the last being whatever interesting negative perk you can think of to make the character's gameplay different, should be the approach you should bring back with all this, and maybe revisit some previously refreshed characters again to reflect this. This is not only how you achieve balance but fun and recognizable gameplay changes. I am saying this because there are a lot of complicated single-thing mechanics that you can squeeze down to less while achieving similar results. You can take Wanda's watches for example, I guarantee you that there is a way you could cut them down to 1 or 2 watches if you really wanted to while still having all the perks of the same 5 or 6 watches.

I will say though that what I really do love about the changes to the character is the fact that the mightiness effect stretches further than just pure damage that doesn't make it feel like perk soup and if you were to delve deeper into that some things that his wimpy form can/can't do like lifting heavy objects at all could be interesting to explore. I also appreciate the more responsive approach you have taken with the beta branch updating, I hope you keep doing what you have been during this QOL beta in the future updates to come. Not just fixing bugs and then launching to live version a week or so later but actually considering feedback and improving changes while also fixing bugs before launching to live version so that things can be improved and revisited in experimented and tested bursts and notably so instead of just theoretically putting things together.

Forum's Opinion on meatballs being the only thing anyone eats ever.

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Hello.

Please feel free to reply to this topic with what crockpot dishes you eat regularly, you might even learn that your answer was wrong. 

Tell me if this topic has been done before. Link it too btw.


Klei Official Public Servers

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Hey everyone,

Today we're starting the process of migrating to our new cluster of cloud dedicated servers, and will start decommissioning the old dedicated servers that we've been using for the last 6+ years! I wanted to say thanks to everyone who has been playing on them and hopefully making new friends.

The new server cluster is being run with tech that grew out of our work on The Forge and The Gorge, and is a continuation of our desire to provide better networking services to all our players.

Initially we're going to be supporting five servers in six regions, four survival and one endless in each region. We'll have servers in Europe, US East, US West, South America, Australia, and Singapore. The new servers are named "<name> - <region> - Public Server"  and have the Klei Official Server icon.

Let us know your thoughts and we look forward to seeing you on the servers!

 

The survivors questionable morals

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I want to know people's opinions on the survivors' questionable morals.

What do you think do they deserve to be in the constant?

Do you hope to add and can get Bottomless Pit?

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Do you hope to add and can get Bottomless Pit?

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!

 

Workshop viewing habits

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image.thumb.png.cf144286fd659228b8ce2cd0b68b533b.png
One thing that you may notice if you check the workshop for Don't Starve and Don't Starve Together is how the most popular items are organized. For Don't Starve, we see that 3 mods are showcased and automatically scrolls down the scroll bar near the bottom of the image. This essentially displays 9 mods on the front page of the workshop. Don't Starve Together's workshop only hosts 3 of the popular mods on the front page, but it has a button where you can view all of the recently popular items that Don't Starve lacks. However, for both workshops you can click on the blue Most Popular Items in the past week to get there.

For those that aren't familiar, when new mods are published, they gain traction towards the front page from statistics. While I don't know what exactly causes this, it seems to correlate with subscribers, views, ratings, and etc. Mods that tend to hit the front page tend to get more attention since they're not hidden amongst the recently published tab and can potentially snowball more "good stats" as opposed to being in the recent tab.

Don't Starve has 9 mods showcased on the front and Don't Starve Together workshop currently has an explicit See all Popular Items button. I wanted to know what people prefer and possibly some insight into how they browse the workshop to see if it all matters that much. 

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