Quantcast
Channel: [Don't Starve Together] General Discussion Latest Topics
Viewing all 26941 articles
Browse latest View live

Simple, Bold and Effective approaches to character reworks

$
0
0

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.


Boats are STILL too slow to control

$
0
0

After fiddling with boat mechanics quite a bit, I'm starting to realize that even though it is better and faster there are things that let down sailing that still make it annoying as ever. What I mean is that even though travelling with them is fine now, controlling direction is a nightmare regardless. You almost cannot use them for any effective and interesting sea combat because they are too slow to turn with sails, anchor and reel, that is to say too slow to change direction, too slow to stop and get going again, not to mention the time taken between changing sails and anchor (eliminated with multiple players, but there can often be lack of communication with control, btw I love the idea of coordinating sea combat with other players while the boat is moving, that's why I'm actually making this thread). Sea combat and sailing itself could be so much more interesting if we could have quicker control. Here are some easy fixes to the problem.

* Anchor should raise anywhere from 0.2 to 0.6 seconds after you clicked to reel it in and have not let go, depending on the depth of the water you're in if you want to keep that neat trick (or add a more advanced version of the anchor that does this, in which case some way of removing the anchor without leaking the boat would be nice).

* Anchor should also deploy anywhere from 0.2 to 0.6 seconds.

* When deployed, anchor should stop the boat completely, no matter what, even if you have 10 sails strapped and ready to move the boat.

* Sails should be able to make a 180 turn in 1 or 2 seconds (2 for regular sails, 1 for malbatross feather sails)

There are also very limited options for weapons with this kind of approach, really only Winona's catapults, which take up a lot of space along with the generator and the shootius really isn't practical, since it's so costly and you can't remove it without destroy it (if it dropped when dying instead of being completely destroyed that would be great). Melee just wouldn't be anywhere near as effective with the idea of moving boats during combat, only situationally. Like the aforementioned two, you can have stationary ranged weapons without destroying melee combat, because melee allows you to move on land and deal extra damage when enemy gets close to boat, while the stationary weaponry will have the reach more specifically on certain land locations or on a moving boat.

I hope to get Bottomless Pit.

$
0
0

Is there any way I can get it? Or give me a quote? If I can, I'll work at McDonald's now...

Will you be planning chest storage differently now that upcoming QOL allows container crafting?

$
0
0

I'll be making a scaled chest with materials for all tools (3xtwigs/2xgrass/2xstone/3xgold/flint/silk), one for weatherpain crafting (mats for 1 slot gears, 1 horns, rest feathers). I also got a chest next to pseudoscience station with greens/yellows/oranges, 1 stack of fuel, 1 of living logs, rest thulecite which allows for most crafts.

 

What other setups for container crafting will you be using?

Making The Pseudoscience station a prototyper

$
0
0

I feel like this would be too powerful/too divergent from what was the original intention with the ruins for some people, but I won't lie, I love the idea of using dust moths for thulecite and thus being able to just be able to use pick/axes, thulecite armor, or star caller/deconstruction stuff (the twins, malbatross, dfly drop the gems!!) without having to go so unbelievably out of my way.

How do you feel ..?

A Very Short Guide to Ocean Fish Lure Preferences

$
0
0

This is a little something I whipped up earlier today out of a combination of boredom and a desire to make sense of which lures appeal to which fish, without relying on rote memorization. (There's still a little bit of that, but I think, for the most part, this will make ocean fishing more intuitive.)

DISCLAIMER: This is not meant to be some generalized guide on ocean fishing, or even how each individual lure works. 

 

OCEAN FISH DIETS:

Different fish have different diets, which determine how attractive (or unattractive) they find certain types of lures. In most cases, a fish's diet is determined not only by what they eat, but also by their size (small vs medium). For the purposes of this table, however, I found it simpler to ignore the size aspect.

image.thumb.png.aa1cebafd868637219d347c9cd49ad6d.png

As you can see, despite the sheer amount of fish (and wobsters) in the ocean, the only ones that really "require" rote memorization are the 4 exclusive carnivores, and maybe the Spittlefish (not that anyone cares to catch those). Once you've got those down, you can safely assume that any fish that does not stand out due to its drops (Veggie) or habitat (Berry) is an omnivore. And Wobsters are, well, Wobsters.

 

LURE PREFERENCES:

Without any further ado...

image.thumb.png.cf16ecd79da9f96a32854be84b10edfe.png

NOTE 1: If a lure type is not mentioned for a particular diet, that means it has a 1.00x multiplier (AKA no multiplier).

NOTE 2: "Special" lures are the ones you get from the Crabby Hermit. (Stupefying, Heavy-Weight, Rainy Day, Snowy Day)

 

CONCLUSION:

  • Don't use Rot unless you are really, really desperate. Especially on medium-sized fish.
  • Don't even think of using Spinnerbaits on small fish, or vegetarian fish.
  • Use Figs, Berries and Seeds (in that order) to catch vegetarian fish.
  • Use Spoons/Spinnerbaits to catch exclusively carnivorous fish.
  • Use Spoons/Spinnerbaits, Figs and Berries (in that order) to catch omnivorous fish.
  • Use anything except Seeds to catch Wobsters.
  • Special lures work on everything, but the Stupefying Lure has low base attraction and the others have special conditions.

 

That's all, folks!

Favorite In-Game Names/Quotes

$
0
0

Is there a random person you've stumbled upon with a hilarious nickname you'd like to share? Please post them here!
Quotes from game and signs are welcome too.

I'll start:


PJ8XiLYNhU.png.83d8800aae24569ed9453ac6b7288d22.png

CXoMAmh58j.png.ab97e51e406822e993149db37d4c3ca1.png

m6spnJT2hD.png.f52824cf88332972c3ec9c8c6664d874.png

ivfcXiVRvC.png.2a6d250dde09336b092f4635c8cee7c8.png

XkSJchg5GS.png.e8dfdb75aa4e7dd48b25cbdcc9594527.png

Wendy's quote about Klaus

$
0
0

When examing Klaus, Wendy says she sees him when she is sleeping. So what is the story about this?


Wendy vs. Fuelweaver Guide (Post Stunlock Removal)

$
0
0

I've seen others do this fight many times, but no one seems to have a proper guide on it. After the removal of the stunlock mechanics at least. The fight itself stayed almost as the same, but managing Abigail's aggro is much, much more important now. Anyways, for all the solo Wendy players out there struggling with the Fuelweaver, here is the video:

 

The surivors friend group

$
0
0

How do you do, I want to how would the survivors function as a friend group we know that some of them are friends but I want to know how would they interact if they were a group of friends before all of this happend.

Help me, I just discovered that Wurt can't eat meat. (I need tips for Wurt because I'm bad at the game).

$
0
0

Wurt is my second least played character. So recently I've made a new wilderness world as Wurt. 

I need some tips regarding murm expansion. What's the ideal number of merms? What's the best time to expand?

And let's say there's this Wigfrid and I want to kill this Wigfrid in cold blood but they have a pan flute and all the mandrakes, what would be the best way to kill them.

They currently base in the pig king (which is right next to my swamp) and they are planning to base in the middle of the ocean. What would be the best plan of attack? 

Why am I doing this? They shovelled up every single mushroom next to me for "pierogi" and killing me 4 times (I was just trying to kill them, no big deal sheesh).

[Poll] On Progression/Difficulty Scaling

$
0
0

With the recent addition of Varglets to mix up hound waves in the latest, Klei has shown attention to players' concerns regarding difficulty and world progression.

In light of this, would you support changes to difficulty scaling in future updates?

As always answer freely and do vote in the comments!

Post your storage areas

$
0
0

I'm looking at way to build a storage area that is large enough but also practical and looking fabulous.

Mostly interested in making Scaled chests work. As you know, you can't put a sign in front of them cause it looks weird. I've been experimenting with dropping the items around the chest to mark it, but i can not find a nice enough pattern for all of the storage area (so that it includes permanent lighting too)

The Year of the Catcoon has arrived!

$
0
0

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!

torch_nautical_trio.png

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

 

Hound Help

$
0
0

I've been playing a world with some mods and I've noticed that it says it will take 10 real years for a hound wave to come. I do not have hound waves disabled. I'm sure if I forced a hound wave to come or reset the timer at all it would fix it if anyone knows how. Or even to go in the save and manually reset the hound timer but I dont know what file you would go to, to do that. Any help would be appreciated. Thank you.


Rhymes with Play Dev Cast this Thursday (Don't Starve Together)

$
0
0

Hi everyone, we will be hosting our next work from home Rhymes with Play Dev Cast tomorrow, March 24, 2022 at 3:30 PM. Be sure to join the Don't Starve Together dev team on the official Klei Twitch.tv channel, where we will be showing off and discussing the Quality of Life update coming to the game!

Click the follow button on the Klei Twitch channel to get alerted whenever we go live: https://www.twitch.tv/kleientertainment

Use our handy widget below to see when the Dev Cast goes live in your area: 

Screenshot showcase

$
0
0

A thread like this existed before but I'm afraid it fell deep into the archive, so here is a new one. You can post funny, odd and terrible pictures that you made while playing DST.

 

Here are some from my collection:

Love this one because it looks like as if the third bunny from the right (not counting the bunny behind the hut) is throwing the small bunny.

20171216225824_1.thumb.jpg.d0136ffcea92bae40c458a614aca4ef9.jpg

 

My dear Wolfgang managed to trap himself while being sane and of course I mocked him by taking a screenshot and weeks later finding myself trapped in this too while being sane.

20171217131640_1.thumb.jpg.9941f220728858561edad2b0d460c331.jpg

Wigfrid is able to fish in carpet. Who would have guessed.

20180128012412_1.thumb.jpg.35e6c61cb71ec0a536f63eb388ab60b6.jpg

20180303185748_1.thumb.jpg.5c99c7e6ce2c5326914a8d56120320c6.jpg

Archive wall skins

$
0
0

How many of you own archive wall skins and how many don't? Would you like Klei to reintroduce it to the community? What is your opinion? 

Personally, I found out about DST shortly after these dropped as login bonus and ever since I started building bases I miss it and wish to have it. 

What mobs would you eat

$
0
0

Beefalo would probably taste the best, they are beefy and juicy, the meat probably tastes like buffalo and real-life Beefalo.

Favorite Weird/Creepy Things in DST

$
0
0

What's your most favorite thing in DST that creep you and make you uncomfortable, kind of scared?

My favorite is the "Dawn" (morning the song when new day starts) while you have low sanity. Could not find it on the youtube but you might heard it. It's weirdly broken and turning a announcement system sound weird when you have low sanity is a genius idea.

 

Viewing all 26941 articles
Browse latest View live


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