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Night in Don't Starve Togerher  

78 members have voted

  1. 1. How should this problem be solved?

    • Let them die!
      11
    • Don't allow joining at night.
      11
    • Have the Night Monster not affect a player on their first night.
      1
    • Have spawn areas have an infinitely burning fire.
      6
    • Give the player a torch or other when they start.
      22
    • Other (Specify what below.)
      9
    • Have players spawn near each other.
      8
    • Have players spectate at night, and spawn when day comes.
      10
  2. 2. If players spawn near each other, how should exploitation be prevented?

    • Have players drop their things when they quit.
      10
    • Have players only teleport the first time they join the server.
      22
    • Other (Specify what below.)
      8


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there could also be something similar to the temporary light that appears(or appeared?) when you leave a cave at night. That would give some time for the older player to make a torch or a fire, and the new player to just log off and wait a bit

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A spawn area with infinite fire seems a little overpowered since a part of Don't Starve is to survive the night and not be caught and if you just camp at spawn for the night then what is the point?

If there was a spawn area with infinite fire, players would fight over it, and rob each other. That way no one would really want to stay there. Also, the point of Don't Starve is to not starve.

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If there was a spawn area with infinite fire, players would fight over it, and rob each other. That way no one would really want to stay there. Also, the point of Don't Starve is to not starve.

 

How do we know PvP will be in the end version? All that was said was that the prototype had a form that was used and debated upon. Also, I challenge you to start a world as Wilson and sit there and see if hunger or darkness kills you first if you don't move.

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How do we know PvP will be in the end version? All that was said was that the prototype had a form that was used and debated upon. Also, I challenge you to start a world as Wilson and sit there and see if hunger or darkness kills you first if you don't move.

Right, but the point of Don't Starve... is to not starve. They implemented hunger before they implemented the Night Monster. Anyway, it's Don't Starve... Obviously there will be PVP.

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there may or there may not be PvP, but it's obvious that not all players will strive to kill each other(specially in private servers), which would make non-PvP playstyle imbalanced, if such a thing as a permanent spawn fire was added

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I think the best option is giving the player a torch, and the worst option being not allowed to join the server. Although, I do think not being able to join is a start. Like giving them a sleeping bag (I want to assume that in multiplayer sleeping items just allow you to be immune to the night)

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I think the best option is giving the player a torch, and the worst option being not allowed to join the server. Although, I do think not being able to join is a start. Like giving them a sleeping bag (I want to assume that in multiplayer sleeping items just allow you to be immune to the night)

Post #4 gets rid of all the other options. Here I'll give you an example.

Player A is playing Don't Starve Together.

Player B wants to play Don't Starve Together.

Player A has made a private server and is friends with Player B.

Player B sends a private message to Player A asking for server name and password.

Player A sends Player B server name and password.

Player B clicks on the correct server name and types in the correct server password.

Player B is now in the server lobby. Here Player B can see the names of all the players, in this server, what day they are on, what season, what time of day, each players hunger, health and sanity stats etc...

Player B clicks on Player A and selects "Join".

Player B spawns directly on top of Player A.

If it was night and through the player lobby we would know this, and we also know Player A wasn't taking any damage because we can see their stats, it would be fairly obvious Player A has a fire set up.

If you really wanted to, there could be a server chat box and/or a spectator option. So we could see what everyone is doing from the lobby and chat through spectator mode. That way we will get a good idea what we are jumping into.

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Post #4 gets rid of all the other options. Here I'll give you an example.

Player A is playing Don't Starve Together.

Player B wants to play Don't Starve Together.

Player A has made a private server and is friends with Player B.

Player B sends a private message to Player A asking for server name and password.

Player A sends Player B server name and password.

Player B clicks on the correct server name and types in the correct server password.

Player B is now in the server lobby. Here Player B can see the names of all the players, in this server, what day they are on, what season, what time of day, each players hunger, health and sanity stats etc...

Player B clicks on Player A and selects "Join".

Player B spawns directly on top of Player A.

If it was night and through the player lobby we would know this, and we also know Player A wasn't taking any damage because we can see their stats, it would be fairly obvious Player A has a fire set up.

If you really wanted to, there could be a server chat box and/or a spectator option. So we could see what everyone is doing from the lobby and chat through spectator mode. That way we will get a good idea what we are jumping into.

I don't think a server lobby is really necessary.

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I don't think a server lobby is really necessary.

Why not? It will cut out all the clutter from the main server list page and provide addition information useful for anyone wanting to start playing in that server.

Each server lobby will be a sort of hub where the host can change options before clicking "Start" and everyone can choose to agree or disagree with the options selected. If there were no server lobbies the host could start a new game with what ever random world options he/she wanted and we will never know until we jump in and realise what is and what isn't part of a default map.

Edit: either way I don't see why people would be voting for not being able to join at night. My idea of spawning directly on top of a player you chose to join makes that option and all others obsolete.

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@spiritcrusher77 can you please add the option to vote for

"Players should spawn on top of the player they joined"

The explanation for that would be that no matter the time of day you are guaranteed to spawn where ever the player you chose to join is standing. Your character could also be immune to any damage for a few seconds while you gather yourself on spawning into that world.

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The hosting player should provide for the ones joining, awaiting for them at spawn to escort them, or let them be eaten by Charlie if he's an unwelcome guest.

 

Multiplayer should not be made easier just because there are more people involved - if anything, the world shoudl double it's efforts to mess their stuff up.

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They implemented hunger before they implemented the Night Monster.

 

Both existed since pre-Alpha.

 

 

Or we simply spawn right next to the person we clicked on and selected "join"

Solves everything.

 

Also steps on the toes of suggestions that players should spawn apart and have to find each other.

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So I chose the "Let them die!" option, simply for the reason that teleporting to the player when joining would be abused by constant rejoining to teleport.

(i.e. someone is in the caves, they get a lot of materials but are running low on fuel for their lantern and forgot to bring another source of light, they rejoin to teleport to a player on the surface, if it isn't night, they need only wait until their friend tells them others)

An Immunity time on join would have the same results of abuse.

Infinite spawn fires just seems silly and an obvious spot to set up camp, never having to worry about fueling a fire is a big deal for some people, if not all people.

Giving the player a torch when they join seems logical, only thing is people could/would grief by joining with a character dropping the torch and repeating until 100 torches were on the ground, which isn't too harmful but could still be bothersome.

Not allowing a player to join the server would be my second choice, only reason I didn't pick it is because if someone is already having an issue joining the server, they would most likely get frustrated when they finally get through and aren't allowed to join do to it being night time, but I can see this as well.

I trust Klei has thought this out and will test it thoroughly before release though, just my thoughts.

 

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Also steps on the toes of suggestions that players should spawn apart and have to find each other.

Yeah that makes sense when starting a new game. I doubt we will spawn at night unless you changed it from default so it's kind of fun having to find each other when we start a NEW game.

But the idea of spawning somewhere randomly when wishing to rejoin a game is silly in my opinion. You could end up spawned all alone in an area already picked clean by other players. Having to manically rush to find your friends over and over again each time you quit and want to rejoin will get tedious.

Simply joining the player you selected to join at server selection and spawning right on top of them is a simple and well used system in most co-op games. Having a few seconds of invincibility will prevent death while your game is loading and you spawned on a player who is in the middle of being attacked by something.

Remember spawning into a game won't be instant. So unless you want to load into the game as being killed by something, a period of invincibility is needed. Only a few seconds just to allow yourself to get away.

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