Clawder Posted April 6, 2020 Share Posted April 6, 2020 For the longest time, I've never meddled with the settings of the game as to experience it as it should. After some time learning how to play, I managed to survive properly through the seasons and I had my first encounter with disease. It was annoying, but nothing big. Just another way the game tries to screw you over like the big bads, houndwaves, and all of those dangers that go directly to you, as to say you're never truly safe. That's fine. What I do not consider fine, however, is the fact that disease actively attacks the renewability of resources. Everything in the game is renewable to some extent; even thulcite and gems, either by clearing the ancient fuelweaver or using deconstruction staff shenanigans. So why are berry bushes, a logical option for replanting, not renewable? The reason disease is a bad mechanic, unlike houndwaves, is because there's no way to multiply them or get more. The same is true for stone fruit bushes. When you get a ripe stonefruit, you see the seed right there; it's a freaking avocatto, and it makes guacamole! Just let me plant the thing! Now. Some people say that the point of don't starve is not to megabase or make everything infinite, but rather to survive against these adversities; which I would agree if we had an actual objective that concludes our journey, much like adventure mode. But we don't have that. This is DST, in which the objective is what you want it to be. At this point some of you may ask, "well, if you don't like disease, why don't you just disable it like 90% of the players?" And the answer is because I think disease is something we should account for as well. Disease should be a danger to your crops and your grass and your twigs and your bushes because it makes sense. Then what am I asking for? A way to fight back. I can fend off the houndwaves, beat the big bads, brave the elements and even recover from antlion's tremors; so why can't I fight disease? It's not hard to simply take the seeds of the things I'm producing and then making more (much like what we do with crop seeds), so that disease is a threat that, yes, I DO need to face, but it will not make me run out of resources in the world. So what do I suggest? It's pretty simple. Make us be able to refine stone fruit or berries into seeds of that specific bush. It can even be a ludicrous number; like 10 or 20 berries per bush, that's no issue as long as we can actually make more bushes. Not only is it a way to make disease a viable threat, it also makes sense. Link to comment https://forums.kleientertainment.com/forums/topic/117091-on-disease/ Share on other sites More sharing options...
Charlie Dark Posted April 6, 2020 Share Posted April 6, 2020 just leave it off. I leave all other settings on except disease. It's a terrible, pointless mechanic, as it kills not-renewable sources of items. (unless you're on endless) but again, no one has the time to dig up 50 berry bushes, 30 saplings and god knows how many grass tufts every 50 days or so, there are way better stuff to do Link to comment https://forums.kleientertainment.com/forums/topic/117091-on-disease/#findComment-1322383 Share on other sites More sharing options...
Bird Up Posted April 6, 2020 Share Posted April 6, 2020 My only issue with disease is that it makes you lose nonrenewable items. I think it'd be cool if there was some kind of purification powder you could craft to cure disease, so that you don't have to dig up the plant and lose it forever. Another idea is tumbleweeds could have a chance to drop grass tufts and saplings so that they are technically renewable. Link to comment https://forums.kleientertainment.com/forums/topic/117091-on-disease/#findComment-1322385 Share on other sites More sharing options...
Clawder Posted April 6, 2020 Author Share Posted April 6, 2020 6 minutes ago, Charlie Dark said: just leave it off. I leave all other settings on except disease. It's a terrible, pointless mechanic, as it kills not-renewable sources of items. (unless you're on endless) but again, no one has the time to dig up 50 berry bushes, 30 saplings and god knows how many grass tufts every 50 days or so, there are way better stuff to do This is what I'm saying. None of this would be an issue if we could refine these resources. My point here is not to *eliminate* disease, but to make it a viable threat. Imagine if we could craft grass tufts with 5 grass, or berry bushes with 5 berries, then we wouldn't need to disable disease. Link to comment https://forums.kleientertainment.com/forums/topic/117091-on-disease/#findComment-1322387 Share on other sites More sharing options...
Charlie Dark Posted April 6, 2020 Share Posted April 6, 2020 10 minutes ago, Clawder said: This is what I'm saying. None of this would be an issue if we could refine these resources. My point here is not to *eliminate* disease, but to make it a viable threat. Imagine if we could craft grass tufts with 5 grass, or berry bushes with 5 berries, then we wouldn't need to disable disease. or we could just get medicine, or something like a "sprinkler" like in hamlet that would prevent/cure disease.. I hope the gods (Klei Devs) listen to us Link to comment https://forums.kleientertainment.com/forums/topic/117091-on-disease/#findComment-1322393 Share on other sites More sharing options...
Sweaper Posted April 6, 2020 Share Posted April 6, 2020 The boring way to deal with disease is to shovel everything during winter and replant when spring comes, you might want to do that during summer too, I don't know how long it takes for plants to start getting diseased again. Late game you don't use as much grass and twigs so you can pretty much not plant them. The better way is to go from grass tufts to grass geckos with a pig house to keep them producing grass nonstop, twig trees and honey/ice/stone fruits or make a base at the desert. Link to comment https://forums.kleientertainment.com/forums/topic/117091-on-disease/#findComment-1322409 Share on other sites More sharing options...
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