"The Big Nothing"


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What if you could build a raft (would require a huge amount of materials from every part of the game, including the ruins) to an area outside of the map, it would have its own biome, but no matter where you go, its the same biome, north south, west, east, etc.

 

The Big Nothing can seemingly go on forever, but the trick is the farther you go the harder it gets. Eventually you inevitably die, but it all depends on your survival skills. There should be an indicator of how far you have gone. Right now not starving is based on time (how long can you last?), but The Big Nothing makes it based on distance (how far can you go?).

 

This can be a worldwide competition and a great thing for the community. To see who can get the farthest, each day, each week, each month, each year, and all time. Leaderboards, if you will, but unique to Don't Starve, and a repayable challenge for the fans of the game.

 

The raft in DST can also be a community project for players in each server.

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Except then you have cheaters who ruin the experience for everyone.

 

Very good point. The leaderboard idea may only work for DST then, where a server can verify everything is on the up and up, but this idea still works when you are competing against yourself. The devs could play and you could try and beat the devs' score.

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an area outside of the map, it would have its own biome, but no matter where you go, its the same biome, north south, west, east, etc.

...

O__O

 

but as the world gets bigger the computer gets slower

^yeah...

But if I may what about using the same mechanic as that DS official mod "lost_fragments" where a portal is built and you enter a generated world where you fight Maxwell's shadow figures and Meteors... similarly make the big nothing in there...

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...

O__O

 

 

 

^yeah...

But if I may what about using the same mechanic as that DS official mod "lost_fragments" where a portal is built and you enter a generated world where you fight Maxwell's shadow figures and Meteors... similarly make the big nothing in there...

 

That'll work.

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but how exactly would it get harder? Don't Starve's hardness is a matter of attriction, being slowly forced into despair as the looming hunger maddens you. That's a time based thing.

But the "The farther you go" idea usually depends on the environment becoming less and less hospitable, so, either it would need harder mobs(which doesn't quite work well with DS, as it's combat is quite crappy), or escarsity of food, which would be countered by simply running back and grabbing more food.

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but how exactly would it get harder? Don't Starve's hardness is a matter of attriction, being slowly forced into despair as the looming hunger maddens you. That's a time based thing.

But the "The farther you go" idea usually depends on the environment becoming less and less hospitable, so, either it would need harder mobs(which doesn't quite work well with DS, as it's combat is quite crappy), or escarsity of food, which would be countered by simply running back and grabbing more food.

 

Good point. Perhaps it can be an endless Maxwell's Door type. There could be a gate you have to go through and each area has less food, more mobs, worse weather, faster spoilage, harder mobs, and perhaps depleting hp. So it is time and distance. Time is working against you, but your goal is not only to survive, but also to trudge on further. It gives you a higher purpose and something to work towards. I don't think this mode should be arcadey, to be played in 5 - 10 minutes (but it could be customized to make it so hard that that is the result), but a good long game. The faster a mode is, or the faster you die is the more repetitive it will get. So it should be pretty long.

 

The best part of DS is when you are unsure of if you will make it, the unstable nature of the game, but once you settle into a base, have crops, fridge, chests full of stuff, etc. it gets extremely boring and repetitive. A mode like this could be fun if you uproot the security you have in a base. A base can last awhile, enough for crops to be worth it, but not too long. There can be ways of accomplishing this including giants coming more often with a guarantee of destroying a base. Perhaps you can kill a boss to delay the inevitable, but the next giant will be stronger and come even sooner, repeating. So that you can't stay in one place too long. Next is weather like a tornado maybe. The tornado shouldn't be too fast, so you should have time to pack the essentials but not too slow so that you are complacent.

 

Perhaps my favorite would be an "Earthquake", that destroys land to the left at a very slow rate. Or a volcano erupts with lava flowing, destroying everything in its path from left to right. Eventually your base will be in the crosshairs, so you will have to move.

 

You should always consider your base as temporary.

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You should always consider your base as temporary.
that seems fine and all, but if all bases are to be considered temporary, and the only objective is to keep going on, wouldn't the smarter approach be to not bother with base building and just keep moving on?

The Natural disasters you mentioned only seem to desincentivise base building, and the harder mobs only make fleeing and moving on sound like the best idea. The Food producing usually takes a while, so you might end up loosing food in the process of settling down, instead of gaining it.

So,  although your ideas are interesting, they seem to have the opposite effect of what you intend.(says the idiot basing everything in his own theories....)
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From what I gather, extending Adventure Mode would solve this...

 

Let me try something...

 

Think Duck Hunt... after every level, the ducks get faster and in turn harder to shoot... why not make an adventure-mode-like thing and do that...

 

As you go on, the world gets harder; Find the "Things" as fast as you can...

 

Scenario:

  • Less and less food and resources... (after every level, you will see less and less resources and max out at 1 grass tuft and Sapling and Pine Tree... so on... in a world *insert evil laugh here*)
  • Mobs get stronger and increase in numbers (wanna get 1 hit-KO'd by a spider? I know I would! O__O)
  • Days get shorter (like on a level, every day that passes makes the day segments shorter... act quick, lest you end up in "Lights Out")

Like in Adventure Mode, you can bring 4 items with you to the next world, will it be a the coveted cane or a stack of berry Bushes? Choose Wisely...

 

So the goal is... well, get as far as you can... :3 The joy of gloating this to your friends is reward enough...

...

Fine, some incentive could be integrated... IDK what...

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Mmmm... I think there are way more boring problems to solve before adding new world to the current game. There would be so much new possible content that could be added to DS which would make it way more fun that I don't find the reason for adding a completely NEW world which would involve new mechanics so on. 

 

DS its all about time and waiting the right moment. Adding a world where everything goes technically "slower" wouldn't be a good idea in my opinion; the RoG summer now (which involve a lot of waiting) its already a mess, don't wanna know when you push it to a new "waiting" world.

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Mmmm... I think there are way more boring problems to solve before adding new world to the current game. There would be so much new possible content that could be added to DS which would make it way more fun that I don't find the reason for adding a completely NEW world which would involve new mechanics so on. 

 

DS its all about time and waiting the right moment. Adding a world where everything goes technically "slower" wouldn't be a good idea in my opinion; the RoG summer now (which involve a lot of waiting) its already a mess, don't wanna know when you push it to a new "waiting" world.

 

That's the thing I'm trying to solve, you should always be on the move, I'd say your base should only last around 30 days until you have to move again.

 

 

I personally don't see the fun in this. To always be on the go would be annoying. Just thinking about making a new base every time? No thanks..

 

Do you agree that the game gets boring when you are in your "safe" base with almost no chance at dying? After your first year, you are pretty much set for however long you like. There's no challenge in that. A game usually seeks to challenge players, and that's what makes it fun, as humans we like to be challenged. How would you fix that?

 

I'm not saying to always be on the go, but the goal should be that you never feel totally safe, because that's when things get repetitive, monotonous, and boring.

 

 

that seems fine and all, but if all bases are to be considered temporary, and the only objective is to keep going on, wouldn't the smarter approach be to not bother with base building and just keep moving on?

The Natural disasters you mentioned only seem to desincentivise base building, and the harder mobs only make fleeing and moving on sound like the best idea. The Food producing usually takes a while, so you might end up loosing food in the process of settling down, instead of gaining it.

So,  although your ideas are interesting, they seem to have the opposite effect of what you intend.(says the idiot basing everything in his own theories....)

Building a base makes things more efficient. With a crock pot you have more time to do other things than trying to gather food. I think it would be worth it to build a base even if it only lasts 30 days or so. You wouldn't want to move from your base, but the game is making you. Just like you don't feel good when you're playing a horror game, but yet you come back and play it because it is somehow fun, you might not feel good about having to move, but it makes the game more fun in the long run.

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That's the thing I'm trying to solve, you should always be on the move, I'd say your base should only last around 30 days until you have to move again.
If I was going to make something what I would do is to increase the current mobs/plants/items and so on of the current game in order to make so that you need MORE time to get to that point where you're "set-no-matter-what". This gives the player the chance to have more to discover and thats why me and my friends are in the progress of doing a really big mod  ("Creeps in the Deeps") which will add not only Rivers but also an Underwater world. 
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If I was going to make something what I would do is to increase the current mobs/plants/items and so on of the current game in order to make so that you need MORE time to get to that point where you're "set-no-matter-what". This gives the player the chance to have more to discover and thats why me and my friends are in the progress of doing a really big mod  ("Creeps in the Deeps") which will add not only Rivers but also an Underwater world. 

 

Wow, that sounds really really cool! Can't wait to play it, I wish Klei would do something like that. Me and a friend actually set doggie mobs around the world to maximum, and even that is a cinch for us. It's just too easy.

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Wow, that sounds really really cool! Can't wait to play it, I wish Klei would do something like that. Me and a friend actually set doggie mobs around the world to maximum, and even that is a cinch for us. It's just too easy.
Yeah, we started with the idea of adding a NEW PLACE as you were discussing it here and then thought "if theres U&A why couldnt be something deep down ?! ". And here we are ! More than that we also said, wait why not solve the problem of summer ?! And so we set up rivers and created the entity of water ! XD

Its a huge mod and always in the need of help. Here's a link to "thread " i made about it ( @Creeps in the Deeps recruiting !@ 

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