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It would be really nice if weapons got right click abilities like in the forge


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When I saw the fencing sword in the crafting menu I thought it was gonna be a sidegrade to the spear, less damage but some kind of ability to make up for it. As you can imagine I was pretty disappointed in what it actually is.

I find it strange that this game had very fun improvements to its combat in the forge that just didnt make it over to the base game. I dont think this game needs a complete combat rework but weapons really should all have something to make fighting a bit more interesting. Dash attacks, spinning around for aoe damage, the jumping attacks from the forge etc.

Thoughts on this?

I think only some weapons should have this. Mostly niche weapons people don't usually pick.

For example, Wigfrid's spear could have a dash attack. Why specifically that one? because it's character bound, and it usually a not that used weapon overall. It also does not have a very good damage and is threfore less picked over let's say a hambat or a dark sword. With a dash attack it would probably balance things a bit.

The other weapons I can think of that could get something are the thulecite club and the new fencing spear.

Also some characters could "know" how to use special attacks out of items the others don't, for example Willow and the fire staff, or Walter and some non-magical ranged weapons (including his own).

4 minutes ago, ShadowDuelist said:

I think only some weapons should have this. Mostly niche weapons people don't usually pick.

For example, Wigfrid's spear could have a dash attack. Why specifically that one? because it's character bound, and it usually a not that used weapon overall. It also does not have a very good damage and is threfore less picked over let's say a hambat or a dark sword. With a dash attack it would probably balance things a bit.

The other weapons I can think of that could get something are the thulecite club and the new fencing spear.

Also some characters could "know" how to use special attacks out of items the others don't, for example Willow and the fire staff, or Walter and some non-magical ranged weapons (including his own).

I think this would lead to people picking characters that have acces to special attacks more than ones that do not. Altough still I would much rather have it be character bound than not exist at all.

Ngl, I would love to be able throw spear without any mod. Beside that, its pretty good idea, but weapon abilities should definitely be less epic than what we had in Forge. Thulecite club spawning big shadow tentacle for 10% durability, hambat luring carnivore enemies in certain range, etc. would be cool  

26 minutes ago, Duck986 said:

Why not add farming, plants and food to Doom Eternal then? Nothing is needed, it's a video game, and it would be fun and interesting Face with Raised Eyebrow on Twitter Twemoji 14.0

Most recent dst updates have new bosses new enemies and character reworks a lot of the time have combat abilities. Doom has no farming to my knowledge so your point makes literally no sense as you try to point out another persons point for not making sense,

also to add my 2 cents i am indifferent on the topic but the "arguments" provided to counter his idea are either extremely lazy or lack substance

It would be difficult to make more hack 'n slash elements work in this game.

It would be more realistic to make specialized weapons that for example only do AOE. Like a scythe with a swipe-attack.

The shield of terror could for that matter be a defense tool that absorbed all damage. Which could be useful in groups if you are facing a boss with unkiteable attacks. One player tanks while the other ones attack.

I thought Wolfgang would get a giant hammer weapon that would deal AoE. Strongmen actually use things like that often in their performances. I wish Wickerbottom had gotten a magical book weapon in her rework. But alas. 

The Forge was a fighting game event, that's why it has combat mechanics not present in the game and special items for each character, same how the Gorge has mechanics of a cooking game while cooking in the base game is simply putting food into the Crock Pot to make dishes. And personally I think it could make fighting mobs obnoxious.

I always thought Maxwell should have an special attack with the dark sword.

3 hours ago, slendyproject said:

I think this would lead to people picking characters that have acces to special attacks more than ones that do not.

Don't starve is a sandbox survival game. Every character have perks outside combat (except Wigfrid, I think). I don't think people who main Wickerbottom, Wormwood, Wurt, etc, would start to main another character just for an special attack. And if they do, what's wrong with that? 

24 minutes ago, Just-guy said:

The Forge was a fighting game event, that's why it has combat mechanics not present in the game and special items for each character, same how the Gorge has mechanics of a cooking game while cooking in the base game is simply putting food into the Crock Pot to make dishes. And personally I think it could make fighting mobs obnoxious.

An important distinction in my opinion is that cooking doesnt really engage you for long. You put the stuff in check back later for the result. Combat is something that both story content exploration content and survival content lead you directly into and often times you are forced into it with for example hound attacks. Combat takes longer than cooking and more of the game is based around it or leads the players into it.

Just now, DeadWhereX said:

I always thought Maxwell should have an special attack with the dark sword.

Don't starve is a sandbox survival game. Every character have perks outside combat (except Wigfrid, I think). I don't think people who main Wickerbottom, Wormwood, Wurt, etc, would start to main another character just for an special attack. And if they do, what's wrong with that? 

Nothing wrong with it at all but if something fun gets added I would rather have all players getting the chance to experience it than only certian characters.

4 hours ago, ShadowDuelist said:

I think only some weapons should have this. Mostly niche weapons people don't usually pick.

For example, Wigfrid's spear could have a dash attack. Why specifically that one? because it's character bound, and it usually a not that used weapon overall. It also does not have a very good damage and is threfore less picked over let's say a hambat or a dark sword. With a dash attack it would probably balance things a bit.

The other weapons I can think of that could get something are the thulecite club and the new fencing spear.

Also some characters could "know" how to use special attacks out of items the others don't, for example Willow and the fire staff, or Walter and some non-magical ranged weapons (including his own).

i would like that wigfrid could throw her spear to deal 100 damage so she can one shot some enemies at the cost of being unarmed 

is a shame that wolf got that ability and wigfrid no 

7 minutes ago, Cheggf said:

This isn't that type of game. 

If someone suggested a teleporting character this is the kind of response they would have gotten before wortox released. Its not that type of game until it is.

Also like what kind of game is it not exactly? Cause its not a game without combat, I would argue combat is becoming more and more of its focus with the updates the game is getting. It is also not a game where weapons dont have abilities or unique properties as theres precedent for both. Its also not a game that has no players that would enjoy combat mechanics, see all the videos about rushing bossfights that people make, or the fact that the forge was quite a well liked event. And its not a game that shies away from changing its systems if they are outdated or lacking, since both farming and characters got heavily reworked.

30 minutes ago, ArubaroBeefalo said:

i would like that wigfrid could throw her spear to deal 100 damage so she can one shot some enemies at the cost of being unarmed 

is a shame that wolf got that ability and wigfrid no 

Cries in Walter the bad ranged combat character.

9 minutes ago, slendyproject said:

If someone suggested a teleporting character this is the kind of response they would have gotten before wortox released. Its not that type of game until it is.

Also like what kind of game is it not exactly? Cause its not a game without combat, I would argue combat is becoming more and more of its focus with the updates the game is getting. It is also not a game where weapons dont have abilities or unique properties as theres precedent for both. Its also not a game that has no players that would enjoy combat mechanics, see all the videos about rushing bossfights that people make, or the fact that the forge was quite a well liked event. And its not a game that shies away from changing its systems if they are outdated or lacking, since both farming and characters got heavily reworked.

My big issue with things like this is we as characters keep getting stronger and stronger but there's a lot of resistance to the game itself getting stronger with us so rather than this becoming a interesting and engaging mechanic I feel like it'd become another tool to beat down on our already increasingly frail opponents.

Just now, Mysterious box said:

Cries in Walter the bad ranged combat character.

which is easy to make him more interesting than a character based on stand still and press F... combat can be simple and at the same time require some skill. Melee combat already acomplish that and is what makes it fun, needing to kite perfectly in order to dont waste resources or being stunlocked while fighting multiple enemies with a combat mechanic that is basically "press 1 buttom to atack" is fun but range combat with autoaiming is horrible and i dont get why they made walter in that way, is just safe and expensive damage when they could made the slingshot being a good weapon that needs aiming kinda like the cannons. And dont make me start talking about the allergies...just one to make fighting bq a pain when he could have maany allergies to drastically change his gameplay at the same time that making a joke with "a boyscout that has allergy to every piece of nature"

sad

1 minute ago, ArubaroBeefalo said:

which is easy to make him more interesting than a character based on stand still and press F... combat can be simple and at the same time require some skill. Melee combat already acomplish that and is what makes it fun, needing to kite perfectly in order to dont waste resources or being stunlocked while fighting multiple enemies with a combat mechanic that is basically "press 1 buttom to atack" is fun but range combat with autoaiming is horrible and i dont get why they made walter in that way, is just safe and expensive damage when they could made the slingshot being a good weapon that needs aiming kinda like the cannons. And dont make me start talking about the allergies...just one to make fighting bq a pain when he could have maany allergies to drastically change his gameplay at the same time that making a joke with "a boyscout that has allergy to every piece of nature"

sad

Making it interesting isn't quite as easy as it seems as it would require a a.i. rework on every mob and boss to a extent I also have always found calling the slingshot safe iffy outside of cheese methods since it greatly draws out fights increasing the odds of screwing up the fight and wasting stockpiles of time consuming resources.

Just now, Mysterious box said:

Making it interesting isn't quite as easy as it seems as it would require a a.i. rework on every mob and boss to a extent I also have always found calling the slingshot safe iffy outside of cheese methods since it greatly draws out fights increasing the odds of screwing up the fight and wasting stockpiles of time consuming resources.

requiring aiming already fix that because you cant stunlock if you miss. Also they can remove entirely the stunlock mechanic from ranged damage

5 minutes ago, ArubaroBeefalo said:

requiring aiming already fix that because you cant stunlock if you miss. Also they can remove entirely the stunlock mechanic from ranged damage

Ok but most enemies still aren't programmed to handle ranged combat meaning you'll still be just wailing on them even without hitstun and aiming sure the skill cap would be higher but you would still decimate them if your good and just not use it if your bad.

Just now, slendyproject said:

Also like what kind of game is it not exactly?

Don't Starve is not a fighting game, it's a survival game in which you are presented dangers and there are weapons to kill them but that's not the main aspect of the game, it's trying to stay alive starting at the bottom with only literal Sticks and Flints which you use to acquire better resources which are more difficult to get.

23 minutes ago, slendyproject said:

It is also not a game where weapons dont have abilities or unique properties as theres precedent for both. Its also not a game that has no players that would enjoy combat mechanics, see all the videos about rushing bossfights that people make, or the fact that the forge was quite a well liked event.

It's not only about the lack of special weapons but that, unlike the Forge, the Constant mobs also have a very basic fighting patterns with most of them simply having attack intervals and just a few have kitting patterns while Forge mobs could ram, throw projectiles, block damage, poison the players, etc., you and your enemies had different ways to attack each other and that makes a fighting game, which the Forge is and the base game isn't.

The only mobs that have special moves are the bosses and they already work great with the simple combat mechanic.

3 minutes ago, slendyproject said:

And its not a game that shies away from changing its systems if they are outdated or lacking, since both farming and characters got heavily reworked.

Yes but there's nothing wrong with the combat mechanic, it may be dull but it does it's purpose well.

11 minutes ago, Mysterious box said:

My big issue with things like this is we as characters keep getting stronger and stronger but there's a lot of resistance to the game itself getting stronger with us so rather than this becoming a interesting and engaging mechanic I feel like it'd become another tool to beat down on our already increasingly frail opponents.

This is the only counter argument in this thread so far that is actually a very good point. Obviously it shouldnt be on the level of the actual forge abilities, and there would need to be some restrictions. 

But I think its worth mentioning that difficulty in general is getting constantly decreased with or without additional combat abilities. Recently both deerclops and hounds were nerfed (deerclops is arguably a fix but it made him easier), and the eye mask is basically an upgraded football helmet from what is essentially the easiest boss to beat in the game. Food sources are also more abundant than ever and characters are already insanely powerful like WX and Wanda are just silly. I certainly dont think that keeping difficulty intact should stop the combat from improving because the game already seems to be moving towards a more and more casual audience.

2 minutes ago, Just-guy said:

Don't Starve is not a fighting game, it's a survival game in which you are presented dangers and there are weapons to kill them but that's not the main aspect of the game, it's trying to stay alive starting at the bottom with only literal Sticks and Flints which you use to acquire better resources which are more difficult to get.

It's not only about the lack of special weapons but that, unlike the Forge, the Constant mobs also have a very basic fighting patterns with most of them simply having attack intervals and just a few have kitting patterns while Forge mobs could ram, throw projectiles, block damage, poison the players, etc., you and your enemies had different ways to attack each other and that makes a fighting game, which the Forge is and the base game isn't.

The only mobs that have special moves are the bosses and they already work great with the simple combat mechanic.

Yes but there's nothing wrong with the combat mechanic, it may be dull but it does it's purpose well.

For a game with like 15 bosses combat feels extremely outdated. The game is not going to become a fighting game just because your weapon could hit 2 spiders instead of 1 sometimes. The enemies may have basic patterns but they get styled on either way. Hounds and spiders are not dangerous so it doesnt really matter how strong the player is, and bosses already have the moves and hp to deal with any additional ability that the players might have.

Also dont starve togethers structure is more and more like the boss based progression of terraria with each update, not a whole lot of things to survive other than 3 seasons basically. Almost if not every single update brings with itself some kind of combat content be it a boss, enemies or armor and weapons.

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