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Hi

I had this cool idea last day of a mechanic in another game called hexes, basically run or world modifiers that make the game harder

I thought that it would be cool to have some of those in dst, here are some ideas

- I dont expect klei to add these things since they seem busy with the new arc, this thread is just for fun

- Hexes would be activated in world settings, on default they would all be set to No

- I didnt put a lot of though on some, reply if you would make some adjustments

- These are made up in my mind and are meant to be possible in a moderate time for coding, i am not gonna ask for new hazards or biomes and stuff

- Last, i make these hexes only affecting world settings, not worldgen

Frailty

Spoiler

All pieces of equipment that give damage reduction get their numbers reduced, i think 30% could be enough for each piece

Patience

Spoiler

After eating a food item, that item cannot be eaten for the next 10-20 days

Characters that have food restrictions could have a lower cooldown

Disease

Spoiler

Killing an enemy will reduce max hp by 1

Max hp lost by this could be re obtained by sleeping

Aracnophobia

Spoiler

After an enemy dies, a normal spider (100 hp) spawns on their corpse, this spider drops nothing 

Amnesia

Spoiler

Map progress is lost slowly by time

Hated

Spoiler

Any enemy that can attack will be hostile to the players

It would be cool if even pacific enemies like rabbits and gobblers would be hostile, though would require coding and sprites

Sweaty fingers

Spoiler

Getting hit will always drop the item the player has on the hand slot like a moose honk

This would make tanking basically useless

Blood pact

Spoiler

This one is kinda dumb but whatever

Crafting any item costs 5 hp

Fever

Spoiler

All healing items and food heal the half (or less) than usual

Spatial sickness

Spoiler

Player is taken to a random spot on the map when revived

Obsession

Spoiler

All players spawn with a hat on their head, the hat can be removed to equip for other headgear but any time the player doesnt have the hat equipped it receives a constant -20 sanity per minute and cannot be altered with other sanity auras

Insufficience

Spoiler

Any items or structures that give light last a considerable amount less

Dread

Spoiler

Insanity creatures spawn at night even when sane

When insane, double the normal amount

 

Thats all, here is where i stole some names or ideas https://undermine.fandom.com/wiki/Curse

Edited by Capybara007
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4 hours ago, Capybara007 said:

 

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Map progress is lost slowly by time

I suggested this once but in different words. It didn't end well.

4 hours ago, Capybara007 said:

Hi

I had this cool idea last day of a mechanic in another game called hexes, basically run or world modifiers that make the game harder

I thought that it would be cool to have some of those in dst, here are some ideas

- I dont expect klei to add these things since they seem busy with the new arc, this thread is just for fun

- Hexes would be activated in world settings, on default they would all be set to No

- I didnt put a lot of though on some, reply if you would make some adjustments

- These are made up in my mind and are meant to be possible in a moderate time for coding, i am not gonna ask for new hazards or biomes and stuff

- Last, i make these hexes only affecting world settings, not worldgen

Frailty

  Hide contents

All pieces of equipment that give damage reduction get their numbers reduced, i think 30% could be enough for each piece

Patience

  Hide contents

After eating a food item, that item cannot be eaten for the next 10-20 days

Characters that have food restrictions could have a lower cooldown

Disease

  Hide contents

Killing an enemy will reduce max hp by 1

Max hp lost by this could be re obtained by sleeping

Aracnophobia

  Hide contents

After an enemy dies, a normal spider (100 hp) spawns on their corpse, this spider drops nothing 

Amnesia

  Hide contents

Map progress is lost slowly by time

Hated

  Hide contents

Any enemy that can attack will be hostile to the players

It would be cool if even pacific enemies like rabbits and gobblers would be hostile, though would require coding and sprites

Sweaty fingers

  Hide contents

Getting hit will always drop the item the player has on the hand slot like a moose honk

This would make tanking basically useless

Blood pact

  Hide contents

This one is kinda dumb but whatever

Crafting any item costs 5 hp

Fever

  Hide contents

All healing items and food heal the half (or less) than usual

Spatial sickness

  Hide contents

Player is taken to a random spot on the map when revived

Obsession

  Hide contents

All players spawn with a hat on their head, the hat can be removed to equip for other headgear but any time the player doesnt have the hat equipped it receives a constant -20 sanity per minute and cannot be altered with other sanity auras

Insufficience

  Hide contents

Any items or structures that give light last a considerable amount less

Dread

  Hide contents

Insanity creatures spawn at night even when sane

When insane, double the normal amount

 

Thats all, here is where i stole some names or ideas https://undermine.fandom.com/wiki/Curse

I really want that for every skill Wes unlocked in his tree, he would receive a new debuff.

Klei please do this!

Thank you very much for doing this research, dedicating your time, and your imagination to post this.

(Sorry to limit your ideas to Wes only).

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Mmm if there was one that made all food gradually add their stats to you slowly (all stats not just hp like it is in the uncomp mod) id turn that one on every world

Fan of disease and patience as well, tho patience would probably only be for short term challenge worlds

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I want that Amnesia! That is amazing. Could make that one item that gives vision around it a nice use as it would prevent the map from vanishing over time.

Some additional Hex Ideas:
5 Second Rule - Food Spoils Faster
Depression - Slow constant sanity drain. maybe -5/min, same as Night.
Conductive - Non-WX Players act like Lightning Rods (overriding the actual Lightning Rod). WX gets 25% less wetness protection for items and gear.
Social Anxiety - Large sanity drain when near neutral or friendly creatures/players. (Critters excluded)
Vertigo - The screen rotates based on how you move. (Will 100% cause motion sickness initially but could be a fun challenge maybe).
Carnivore/Herbivore/Surgarvore - All players become Carnivorous, Herbivorous, or Sugarvorous (Only eat sweets). (Overrides Wigfrid and Wurt)
Glutton - Hunger drains faster (or food replenishes less food like Wortox, either or).
Stupid - Unlearn crafting recipes slowly over time (excludes blueprint only recipes).
Aquaphile/phobe - Constantly lose sanity while far away from/near water (unless wet). (phobe - doubles sanity drain when wet)

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2 hours ago, Evelo said:

Conductive - Non-WX Players act like Lightning Rods (overriding the actual Lightning Rod). WX gets 25% less wetness protection for items and gear.

This sounds kinda fun

I also thought about a hex where the season would be randomized, like you start with 5 days of autumn, then 3 days of spring, then 10 days of summer, then 5 days of winter, and so on

12 hours ago, DajeKotlyar said:

I'd love such a thing. Maybe with some kind of in game reward for accomplishing goals in different modes, like little skins. We already have similar rewards for minigames

They should make some kind of system that knows when you used at least 1 console command in the world, if its a "survive with this hex for x many days" deal

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New players can barely last through winter as it is, but I'm sure people looking for a challenge would love something like that.

 

On 10/19/2023 at 2:51 AM, Capybara007 said:

Spatial sickness

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Player is taken to a random spot on the map when revived

We have this one already it's called Wilderness. Wouldn't recommend haha.

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21 hours ago, Capybara007 said:

Yeah there are a lot of games that have this

I mean, Don’t Starve was originally sold under the gaming category on Xbox Live as an RogueLite game.. Fun fact: It was BECAUSE of Dont Starve that I even discovered the RogueLite/Like gaming Genre which quickly became my favorite type of games- I love games with near infinite replayability so the TL:DR- randomly generated worlds, randomly generated item/enemy placement, uncompromising (as in hard/difficult to learn..) but not frustratingly so.

One of the things that make Roguelikes/lites have that spark of unpredictable challenge is sometimes these very “Hexes” your talking about, such as just one example- Levels in Spelunky 2 sometimes being in sort of a “Lights Out Mode” where you’ll need to carry a torch the entire time or try to blindly make your way through.

I think DST would benefit greatly from these, but only for players who are looking for that extra edge of unpredictable chaos.

I was personally hoping funky lunar/shadow rifts/Moon Quay rifts would’ve taken advantage of this by just dumping random mobs/islands with mobs on them out into the sea.

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I guess you can call the base Solo DS with the adventure mode a roguelite, but the other dlcs aren't so much of that, especially in the case of DST

but those modifiers are definitely something interesting that could spice up the game

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