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Warly, a thermal issue.


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This topic will address the thermal protection mechanics of Warly's recipes, specifically focusing on the "Hot Dragon Chili Salad" and "Asparagazpacho". However, first, let me briefly explain how the thermal balancing mechanic works in the game.

Hot_Dragon_Chili_Salad.webp.3EEBD0F0345A51766D0304FBAEF60E4D.webpAsparagazpacho.webp.0b61943dc971a180a5af482f8f97dc6c.webp

In general, there is a global temperature, which is the sum of the ambient temperature (varies with the season and day) plus the heat source (e.g., campfire) or cooling source (e.g., endothermic fire). The player's temperature tends to approach this global temperature. The player loses or gains heat at a rate of 30/(30+Clothing Protection) per second, taking damage when below 0°C and above 70°C.

What the recipes do is increase the perceived ambient temperature by 40°C (Hot Dragon Chili Salad) and decrease it by 20°C (Asparagazpacho) for 5 minutes, allowing players to avoid the need for thermal stones or winter equipment during that period. But what's the cost? Both winter and summer last for 2 hours in real life, while the recipes last only 5 minutes. This means that 24 dishes per player will be required to maintain the effect for an entire season, demanding the storage of 17.45 giant vegetables per player to make the recipes. These preparations need to be repeated every time, unlike other characters like Wx-78 with their thermal upgrades and Wurt with her seasonal fish.

What solution do I propose?

Let's dilute the effect of the recipes for a longer duration. How can we do this? Currently, the recipes provide a decrease or increase in the perceived ambient temperature. Instead, let's make them decrease or increase the temperature by 1°C every 3 seconds for 32 minutes (4 days), which is sufficient to protect us from the ambient effect when using moderate insulation:

Winter_Hat.webp.f1830dfe3747548a735aebd7c32cd915.webp1383310724_Tam_o27_Shanter.webp.7c2c2a0aa2d3184d4e18c22868333d2e.webpFashion_Melon.webp.da6db40ec7123cd45cb6460b30376fbf.webpPretty_Parasol.webp.83ffe5422c189a726eff7ed104e3c6fc.webpSummer_Frest.webp.9c7d30383d1acec5212dd5926a8e188e.webpGuarda-chuva.webp.f76a42cf730bec41aca96707d58d4a2b.webp
This will reduce the number of giant vegetables needed to only 3 per player but will create the need for winter equipment.

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This is interesting. The current warming/cooling is apparently not substantial enough to bother with.

I get the impression that you want to increase the duration and lessen the effect. I think that’s better. These effects don’t last long enough to bother with.

A nice way to improve on these dishes is to give the player insulation value after consuming one for a day (or two?). That way when the dish's heat value runs out you will still be able to go around for a while before needing to heat up/ cool down again.

9 hours ago, Trevindo said:

This will reduce the number of giant vegetables needed to only 3 per player but will create the need for winter equipment.

This seems bad, if it’s not freeing me from winter equipment then why waste time and effort making them in the first place.

17 minutes ago, GenomeSquirrel said:

This seems bad, if it’s not freeing me from winter equipment then why waste time and effort making them in the first place.

Why it's a better alternative than the thermal stone, is that you can go through an entire season just with clothes without needing to set anything on fire or get close to a campfire, keeping only one or two recipes in your inventory. Also, you should consider that Warly provides a benefit to the team, unlike Wurt's fish and Wx-78's systems. Additionally, this alternative is much better than the existing one, where you would need to have 17.45 giant plants per survivor to maintain the advantage throughout the season, and you'd have to keep 24 recipes in your inventory or keep going back to the base every 5 minutes to replenish the effect.

10 hours ago, Trevindo said:

What the recipes do is increase the perceived ambient temperature by 40°C (Hot Dragon Chili Salad) and decrease it by 20°C (Asparagazpacho) for 5 minutes, allowing players to avoid the need for thermal stones or winter equipment during that period. But what's the cost? Both winter and summer last for 2 hours in real life, while the recipes last only 5 minutes. This means that 24 dishes per player will be required to maintain the effect for an entire season, demanding the storage of 17.45 giant vegetables per player to make the recipes.

You have not actually played Warly and are only assuming things based on hypothetical wrong math. The player does not instantly drop from their current temperature to dying the second the effect wears off, nor do they need to be protecting themselves for 100% of the season. Just play as him and eat them when you either start taking damage or see the effect and you'll see that it's really easy to completely ignore the season. 

10 hours ago, Trevindo said:

Let's dilute the effect of the recipes for a longer duration. How can we do this? Currently, the recipes provide a decrease or increase in the perceived ambient temperature. Instead, let's make them decrease or increase the temperature by 1°C every 3 seconds for 32 minutes (4 days), which is sufficient to protect us from the ambient effect when using moderate insulation:

Insane nerf that basically makes the dishes worthless. If I am using insulating gear why would I care about a dish? The point is to replace insulating gear, not work alongside it. 

21 minutes ago, Cheggf said:

You have not actually played Warly and are only assuming things based on hypothetical wrong math. The player does not instantly drop from their current temperature to dying the second the effect wears off, nor do they need to be protecting themselves for 100% of the season. Just play as him and eat them when you either start taking damage or see the effect and you'll see that it's really easy to completely ignore the season. 

Insane nerf that basically makes the dishes worthless. If I am using insulating gear why would I care about a dish? The point is to replace insulating gear, not work alongside it. 

Of the 1100 hours I've played DST, I have at least 300 hours dedicated solely to Warly. But it's alright to assume things about me that you don't know, isn't it? "Wrong math," you say? Where? I made an estimation using the worst-case scenario, but looking at the times under the conditions you chose, without proper clothing and without thermal stones, we would have 5 minutes and 30 seconds until the end of the effect, and we would start taking damage, as we lose 1°C per second without insulation. Therefore, with this setup, each player would need 16 giant vegetables with 22 recipes. The information I used for calculation purposes can be found on the game's Wiki regarding this matter:

Freezing | Don't Starve Wiki | Fandom

Overheating | Don't Starve Wiki | Fandom

47 minutes ago, Cheggf said:

no the worst case scenario is eating thousands of them for no reason while the effect is still active

However, this is not rational. If you believe your scenario is more appropriate, I did the calculations taking your scenario into account.

Just now, Trevindo said:

However, this is not rational.

It's not rational to eat them as soon as the effect expires either. You don't even know when the effect expires, the game doesn't tell you. 

23 minutes ago, Trevindo said:

If you believe your scenario is more appropriate, I did the calculations taking your scenario into account.

And your updated calculations say that in a worst case scenario the temperature dishes "suck" because literally one harvest of a single rigamajig is enough to allow someone to completely ignore an entire 2 hour long season's mechanics. 

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