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Using Backpack, Hibearnation Vest, Beefalo Hat and Thermal Stone Does break the game?


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Of course not, the video shows that it only improves quality of life by not having to reheat the stone every 3 minutes, but every ~ 2.5 days in game and at the cost of having to repair the clothes due to continuous use.

You have to wait a year of gameplay to defeat the boss and gain access to Hibearnation Vest.

And what is the logic behind not being able to wear clothes with a backpack?

Why are using thermal stone with clothing?

 

Seasons are as old as RoG... this would only make them even easier and will limiting choices since the best one would always be doble clothing 

I prefer buffs and interesting perks to body slot clothing than adding dumb cheaty mods into the base game 

just add slots to clothes, it's that easy, really.

Or you could add interesting abilities to clothes.

Adding "another" chest slot would create the problem of body slot armors... you'd be always defended, even if caught off guard...

And the last thing, not about balance but about fun/"challenge", the addition of an additional body slot would remove any kind of creativity from making your own "slot equipment set", everyone would wear the backpack and then the best body slot for that situation, and the choice between the backpack and that armor/clothes wouldn't even exist.

 

 

I think Klei are a little worried over adding additional slots cause of many older players want to have old game mechanics remain the same. It's been 10 years, I can understand, but I don't think this is as any bit game breaking when most veterans run for thermals and Star and Moon staves for temperature and light anyway.

Some people say that "it's a risk factor" to having needing to drop backpack in order to use clothing slots. In reality, the risk factor is the person putting in something like healing or revival or lantern in their backpack and forgetting it, otherwise there is no risk factor besides making you walk from one part of an area back to your backpack.

Same with worn clothing clothing, your risk factor matters that you can't bring some items with you and you need to be a lot more selective in what you do.

The biggest con, especially lategame, is that not having clothing slot only makes you move around less, and those that actually play longer worlds or just want to utilize clothing with backpack and armor together just want to survive better without losing or forgetting their backpacks. It brings annoyance at best or makes people pissed off when your backpack you wore is behind some tree asset or between chests and you feel like you lost it forever.

A lot of frustration I've heard from newbies is that it feels defeating not finding your stuff and needing to juggle so much, juggling making it frustrating to both learn and need to adapt to with that one mechanic when there's ten more to follow.

With older players is like - they'd be fine to have this as a mechanic. Wearing backpack armor or clothing? Finally bringing use to those and feeling comfortable to walk around in seasons in a raincoat or bear suit without much worries since the world is conquered and struggle should feel mostly no more. Me being one of them, I just don't like thermal meta and will never enjoy it.

Make clothing expensive if your want, if it's something to work for I can for sure. If Tamoshanter is a chance thing and hibearnation vest needs a boss kill - I think that's on it's own a decent cost. Already got the material to craft the big thing and upgrade from dapper vest.

Tl;dr: I don't see a point in not adding a body and backpack slots as separate. I personally want this.

14 minutes ago, Frosty_Mentos said:

I think Klei are a little worried over adding additional slots cause of many older players want to have old game mechanics remain the same. It's been 10 years, I can understand, but I don't think this is as any bit game breaking when most veterans run for thermals and Star and Moon staves for temperature and light anyway.


It seems like a paradoxical stance for Klei to say that it is concerned about conservative players to the detriment of others and to have completely changed the game with the rework process, with skill trees and weapons that are easy to repair and long-lasting (200 uses).

27 minutes ago, Frosty_Mentos said:

I think Klei are a little worried over adding additional slots cause of many older players want to have old game mechanics remain the same. It's been 10 years, I can understand, but I don't think this is as any bit game breaking when most veterans run for thermals and Star and Moon staves for temperature and light anyway.

Some people say that "it's a risk factor" to having needing to drop backpack in order to use clothing slots. In reality, the risk factor is the person putting in something like healing or revival or lantern in their backpack and forgetting it, otherwise there is no risk factor besides making you walk from one part of an area back to your backpack.

Same with worn clothing clothing, your risk factor matters that you can't bring some items with you and you need to be a lot more selective in what you do.

The biggest con, especially lategame, is that not having clothing slot only makes you move around less, and those that actually play longer worlds or just want to utilize clothing with backpack and armor together just want to survive better without losing or forgetting their backpacks. It brings annoyance at best or makes people pissed off when your backpack you wore is behind some tree asset or between chests and you feel like you lost it forever.

A lot of frustration I've heard from newbies is that it feels defeating not finding your stuff and needing to juggle so much, juggling making it frustrating to both learn and need to adapt to with that one mechanic when there's ten more to follow.

With older players is like - they'd be fine to have this as a mechanic. Wearing backpack armor or clothing? Finally bringing use to those and feeling comfortable to walk around in seasons in a raincoat or bear suit without much worries since the world is conquered and struggle should feel mostly no more. Me being one of them, I just don't like thermal meta and will never enjoy it.

Make clothing expensive if your want, if it's something to work for I can for sure. If Tamoshanter is a chance thing and hibearnation vest needs a boss kill - I think that's on it's own a decent cost. Already got the material to craft the big thing and upgrade from dapper vest.

Tl;dr: I don't see a point in not adding a body and backpack slots as separate. I personally want this.

a lot of veterans have support adding slots to body clothing. It makes more sense to have a body slot item with slots like backpack; another body slot with slots and fridge perk like bearger backpack; another with few slots but rain protection for rain coat, etc etc instead of adding an exception with shoehorn.
It would bring more variety than simply going with backpack and the best isolation cloth... if clothing had slots players could chose between keeping using thermal+backpack, hat+backpack, no hat+themal stone+magi; no backpack but both clothing, etc is richer and doesnt feel as artificial as "this slot is another extra body slot but you can only use it for clothing"...and that will bring future topics about "allowing amulets/armor in the extra body slot"...not cool
 

last time i played uncomp mod, years ago, they had clothing with few slots an worked really well

11 minutes ago, arubaro said:

a lot of veterans have support adding slots to body clothing. It makes more sense to have a body slot item with slots like backpack; another body slot with slots and fridge perk like bearger backpack; another with few slots but rain protection for rain coat, etc etc instead of adding an exception with shoehorn.
It would bring more variety than simply going with backpack and the best isolation cloth... if clothing had slots players could chose between keeping using thermal+backpack, hat+backpack, no hat+themal stone+magi; no backpack but both clothing, etc is richer and doesnt feel as artificial as "this slot is another extra body slot but you can only use it for clothing"...and that will bring future topics about "allowing amulets/armor in the extra body slot"...not cool
 

last time i played uncomp mod, years ago, they had clothing with few slots an worked really well

I played with their clothing slot thing, just the fact that it all items from it slips from inventory feels very weird and awkward. Having slots in clothing AND being an inventory item would be giving TOO MUCH value for clothing overall. Having them drop like backpacks on the floor and not be able to carry them would be not good choice either.

There's only one amulet that anyone would ever wear and it's the yellow amulet. It gives speed and light but it needs upkeep and paying attention to for it to remain and stay effective. I dunno if it would be too much if that item would be available for all to wear, but I'm sure it'll cause a lot more yellow amulet losses and MAYBE just maybe too much speed given to all players without needing to juggle for cane for most effective kiting and dodging. Or it would benefit all who has enough attention in keeping it on.

Less juggling does make a good QoL overall for more casual settings...

There's only few items besides clothing that we would wear overall just to stay nice and comfortable, no amulet is needed to be worn as they become active and or even wasted in some cases. But maybe it is fine? Nothing broken what's not weirdly balanced already?

Idk, I just really want clothing and backpack slot. I played long enough now to want it without relying on mods.

1 hour ago, Sacco said:

just add slots to clothes, it's that easy, really.

Or you could add interesting abilities to clothes.

Adding "another" chest slot would create the problem of body slot armors... you'd be always defended, even if caught off guard...

And the last thing, not about balance but about fun/"challenge", the addition of an additional body slot would remove any kind of creativity from making your own "slot equipment set", everyone would wear the backpack and then the best body slot for that situation, and the choice between the backpack and that armor/clothes wouldn't even exist.

 

 

Would adding slots to clothes work? I like to carry clothing with me at times, and having it be turned into a mini-backpack would force-drop it if I actually put on my backpack. Perhaps if it had a right-click "search pockets" function but then what if players started using a bunch of clothing items as pseudo-bundling wraps? It would have to be handled so weirdly.

It's hard to find a solution to the diminishing value of clothing items, and I certainly don't want a body AND a backpack slot.

30 minutes ago, Frosty_Mentos said:

needing to juggle for cane for most effective kiting and dodging

WARBIS armor has built-in speed bonus after engaging with a mob long enough so it's invalid.

1 hour ago, arubaro said:

a lot of veterans have support adding slots to body clothing. It makes more sense to have a body slot item with slots like backpack; another body slot with slots and fridge perk like bearger backpack; another with few slots but rain protection for rain coat, etc etc instead of adding an exception with shoehorn.
It would bring more variety than simply going with backpack and the best isolation cloth... if clothing had slots players could chose between keeping using thermal+backpack, hat+backpack, no hat+themal stone+magi; no backpack but both clothing, etc is richer and doesnt feel as artificial as "this slot is another extra body slot but you can only use it for clothing"...and that will bring future topics about "allowing amulets/armor in the extra body slot"...not cool
 

last time i played uncomp mod, years ago, they had clothing with few slots an worked really well

I said this idea like 3 months before in a post put most people didn’t like it 

 

1 hour ago, Frosty_Mentos said:

I think Klei are a little worried over adding additional slots cause of many older players want to have old game mechanics remain the same. It's been 10 years, I can understand, but I don't think this is as any bit game breaking when most veterans run for thermals and Star and Moon staves for temperature and light anyway.

meanwhile farm rework, meanwhile adding new bosse that dont feel like the old dontstarve, meanwhile insert random new item and rift shehanigans and skill trees.....but they draw the line at having some more inventory on the allready never used body clothing?

I don't think the solution is to add slots to body clothing but to allow us to wear backpacks with clothing.

Adding slots to body clothing would just mean that we would use it instead of backpack so it would be the opposite of what it is now and we wouldn't use backpacks.

Inventory sorting and knowing what to keep and what to drop does take game knowledge but it is so boring to manage. A lot of characters have gotten their own items with skill trees and reworks and with game updates we are getting more and more items/resources added to the game so we are running out of space more often.

Body clothing could be rebalanced to work with backpack, its not like I am saying that we should be able to use backpack and clothing at the same time with their current stats.

29 minutes ago, 00petar00 said:

Adding slots to body clothing would just mean that we would use it instead of backpack so it would be the opposite of what it is now and we wouldn't use backpacks.

 

no? you chose if you want more weather protection or inventory slots. Adding a clothing slot just makes you go with the higher as possible protection

if you arent using puffy vest because you are ok with thermal or with beefalo hat why would you use it after it gets, lets say, 4 slots?

I think adding additional perks instead of adjusting stats could be the way to go. I think that's the issue with most body-slot items; you can't use a backpack in a game where inventory management is stressed, and thermal stones, star caller staffs, and arson is all you really need. The investment for taking up the body-slot is far too valuable due to the competition. Perks like decreasing hunger for the hibernation vest is cool but it runs into a similar problem; like keeping warm or cool, it is easily manageable for a lot of players and there are better alternatives. 

I do not want to discredit the people who do use body-slot clothing and rely on it. However, there's definitely a way to accomodate both sides of the playerbase. 

i'd rather have item slots in body clothing

uncompromising mode (omg!!11 uncommprosminging!!1!) implements this idea really well, where if you have items inside the body clothing, it treats it as a backpack (as in, it drops on the ground when unequipped). if not, it's a normal item. people really underestimate the freedom that is wandering around with 100% wetness protection/480 insulation, especially with 4/6 extra slots

35 minutes ago, arubaro said:

no? you chose if you want more weather protection or inventory slots. Adding a clothing slot just makes you go with the higher as possible protection

if you arent using puffy vest because you are ok with thermal or with beefalo hat why would you use it after it gets, lets say, 4 slots?

Inventory slots don't affect your survival at all and only counter the annoyance of managing inventory but it is really easy to survive without insulation clothing anyway.

Beefalo hat is a waste of time/slot when you have thermal stone. I play Wanda so I need enlightened crown as cave baser or armor on surface since I stay in old age for damage and playing long term like that you can get surprised and killed.

Why wouldn't you use star caller staff and thermal stone? star caller is only for light and If you need to heat up thermal stone it is much better to burn trees.

 

First problem, that time difference isn't simply a QoL change.changes. while it may feel like one if you're just wandering around, having a short timer on how long you can go without warming back up can make it very easy to end up in a sticky situation where you start freezing without the opportunity to warm back up. So it definitly effects those survival aspects more directly.

 

Second, while this specific combination of equipment may be balanced, you could very, very easily end up on a slippery slope by trying to define what can and can't be worn together. Backpack and clothes? Alright. But what about a Backpack and armor? Can I wear those two together? If I'm Wanda can I have both night armor and a Krampus sack full of watches to make Senator Armstrong look like a plush toy?

And what about amulets? Could I wear those with a Backpack too? Because it's not like the Magiluminessence isn't already a great pick despite conflicting with the backpack or anything. 

 

Don't get me wrong, I definitly think the backpack is far to dominant compared to other body slot items, and that there should be changes to address this, but just giving the backpack it's own equipment slot would almost assuredly have far-reaching consequences. Then again, I would not put it past Klei given everything else they've been doing.

 

I really do think people over value inventory slots. If you can't do everything you need to (besides haul a large quantity of goods from one place to another) with 15 inventory slots that's just poor inventory management. Body armor/Clothing does not need to be wearable with a backpack/piggyback/seed-packit/krampus sack. There is quality of life and there is trivialization.

I feel like a lot of backpack alternatives that aren't armor could use a buff or two. 

One example is the insulated pack. It's a portable fridge that can also accept other items, but for some reason, it can't make a thermal stone maintain its temperature longer. It shouldn't cool them or heat them - it should just make them take slower to raise or lower their temperature. After all, it's insulated, and putting something hot or cold in something insulated will make it take longer for it to reach room temperature. This'd be a reasonable buff and I could see it making people want to use the insulated pack at least a little more than they currently do since we have far better portable food preservation options (bundling wrap and the bearger bin, namely). 

Another example: I feel like the sanity values on a lot of chest-slot clothing items are too negligible to be worth using. Klei doesn't seem to have considered the fact that these items are competing with backpacks for the chest slot. An example is the hibearnation vest: for a seasonal boss's unique drop and a somewhat expensive dapper vest, you get the same winter insulation as a beefalo hat (which can be crafted before your first winter) and less sanity than a Tam 'o Shanter (which you can get in your first winter and still has half as much winter insulation).
Shouldn't it at least give as much sanity per minute as the Tam? It's much harder to get and you're giving up more by choosing to use it instead of something else. It could also give you some degree of damage reduction (even 60% like a grass suit would be nice and might make it worth using) since you're wearing a bear pelt and all that fur and thick skin ought to count for something, and that'd mean your head slot could be freed up for something other than a helmet.

The dapper vest should also probably do more than a top hat. For the same silk cost plus eight hound teeth and eight-plus inventory slots (since you're giving up a backpack), you get... the same effect as a top hat, but also the same amount of insulation as the rabbit earmuffs you get for free if you join in winter. Seems like a total ripoff, and the only reason anyone ever crafts this item is if they're making the hibearnation vest (which people don't use anyway because backpack+helmet+thermal stone is just better, even if you need to have a star caller's staff for longer fights). 

Then there's the eyebrella versus every alternative debate. Put simply, the only reason to use something other than the eyebrella in spring/summer is if you don't have one to use (since, in spring or summer combat, it's far better to just equip a logsuit and put your backpack back on after the fight). Its 240 summer insulation and 100% wetness protection means that the summer frest's 120 summer insulation feels lackluster despite being a season-specific craft that you probably won't be making if you've not gone through winter already, and the fact that the eyebrella's in the head slot means that even the floral shirt's 240 summer insulation doesn't compare despite being summer-exclusive. I'd say both of these summer items should be buffed to compensate for the fact that they use your backpack slot, though admittedly, I'm not sure how. 

It's not as big of a deal with chest-slot armors, in my opinion, since instead of being something you're expected to wear for a whole season or just generally, you can simply put them on when you need them and grab your backpack when you're done, and they're generally fit for purpose because of that. 

I'd accept some kind of pockets-adding item as a late-game or post-rifts thing that's expensive, but also prevents an item from breaking when its durability reaches zero (so you'd need a sewing kit to fix it). You could get maybe four pockets for chest-slot items like the hibearnation vest with that. 

35 minutes ago, Evelo said:

I really do think people over value inventory slots. If you can't do everything you need to (besides haul a large quantity of goods from one place to another) with 15 inventory slots that's just poor inventory management. Body armor/Clothing does not need to be wearable with a backpack/piggyback/seed-packit/krampus sack. There is quality of life and there is trivialization.

I agree that we shouldn't make backpacks wearable with other chest-slot items, but no, inventory slots are super valuable. You do sometimes need to transport large quantities of items (like if you're doing Pearl's quest or preparing for a raid boss), or if you're playing certain characters or going on a long trip, you might just need to bring more things with you.
For example, when I play Winona, I like to bring a gemerator and eight catapults with me all the time so that I can use my character's perks in everyday situations instead of just for boss fights and farms. I also need my portasol so that I don't have to walk back home. That's ten slots already used, leaving me with five unless I use a backpack, Chester, or both. I'll also need food unless I'm hanging out in the base, so that's four slots for me to have tools in and carry the drops from what my catapults killed (and if I'm killing spiders, all three slots are used up, so I get one tool only and nothing else).
Or, maybe I'm playing Wendy. I need one slot for Abigail's flower, one slot for several Spectral Cure-Alls, and however many slots for other ghostly elixirs or the materials to craft them as-needed. 
Woodie uses a slot for Lucy and up to three for weremoose idols. 
Am I taking a trip to the ruins or somewhere else far away as Warly? If so, I'll need slots for a variety of food items. Cooking stuff beforehand just means it has a chance to spoil before I'm done, so I'm better off, say, taking raw honey and some jerky than pre-cooked honey hams, or eggs, monster jerky, and stonefruit/dried kelp instead of pre-cooked pierogis. That's two or three slots if I only expect to need one variety of food, plus my portable crock pot so I can cook things. If I'm gonna fight a lot of enemies or a boss, I might also want volt goat chaud-froid. Do I want to use Warly's seasonings without pre-cooking something? I have two options: sacrifice 1-3 slots for powder cakes with whatever seasonings I expect to need or sacrifice 2-4 slots for the ability to season stuff on the go. It's pretty easy to give up 5-8 slots as Warly when you're away from the base for a while just so you can play around his food penalty. 

All this to say, inventory slots are valuable, so items that deprive us of them (as backpacks are the meta) should be made worth that sacrifice.

1 hour ago, 00petar00 said:

Inventory slots don't affect your survival at all and only counter the annoyance of managing inventory but it is really easy to survive without insulation clothing anyway.

Beefalo hat is a waste of time/slot when you have thermal stone. I play Wanda so I need enlightened crown as cave baser or armor on surface since I stay in old age for damage and playing long term like that you can get surprised and killed.

Why wouldn't you use star caller staff and thermal stone? star caller is only for light and If you need to heat up thermal stone it is much better to burn trees.

 

2 the point was if Klei make the puffy vest have 4 slot why would the backpack will become useless if u have things like beefalo hat and thermal stone 

The current system only leads to almost no one using body clothing. This system made sense back in the days of Don't Starve with its small map and very few items, so you could really decide what you want to wear in your body slot. Also, you had guaranteed +9 inventory slots from Chester, as you were playing alone, so you kinda could use a walking backpack/chest together with body clothes/armor already. So how about this crazy idea: give all players the possibility to craft or summon their own Chester, maybe at the Rock Den. Recipe could be 3 Boards and Amberosia. This could also be used as an opportunity to add more Chester skins.

9 hours ago, Sacco said:

just add slots to clothes, it's that easy, really.

Or you could add interesting abilities to clothes.

Adding "another" chest slot would create the problem of body slot armors... you'd be always defended, even if caught off guard...

And the last thing, not about balance but about fun/"challenge", the addition of an additional body slot would remove any kind of creativity from making your own "slot equipment set", everyone would wear the backpack and then the best body slot for that situation, and the choice between the backpack and that armor/clothes wouldn't even exist.

 

 

Klei should have enough common sense to know to exclude armors from being able to be equipped with a backpack but allow lighter weight clothing items.

A Bajillion games I’m NOT going to sit here and list out does this by giving everything you carry a “weight” amount, and it prevents you from being able to wear best armor in the game with the best storage backpack etc.

Clothing items in DST are not worth giving up the Backpack slot.

And there’s a BUNCH of reasons for this but I will list the most important ones.

#1 DST is a Multiplayer game, so the very second you equip clothing items, anyone can call “dibs” on your backpack full of stuff you dropped on the ground.

#2 Many DST characters have been reworked or given skill trees that in order to make playing as said character fun, requires gathering inventory items you otherwise wouldn’t ever had needed. Such as for example- Woodies Transformation Totems or Ingredients to make them or Willows Lighter & Embers.

And without getting into a TL:DR off topic post- I think that on a harder difficulty mode, DST could probably greatly benefit from giving things a “weight value” because, it would be interesting to have to use Beefalo or boats to ferry around my 50 stacks of planks or whatever instead of carrying that all on me, meanwhile struggling to carry a large veggie.

34 minutes ago, Mike23Ua said:

A Bajillion games I’m NOT going to sit here and list out does this by giving everything you carry a “weight” amount, and it prevents you from being able to wear best armor in the game with the best storage backpack etc.

And without getting into a TL:DR off topic post- I think that on a harder difficulty mode, DST could probably greatly benefit from giving things a “weight value” because, it would be interesting to have to use Beefalo or boats to ferry around my 50 stacks of planks or whatever instead of carrying that all on me, meanwhile struggling to carry a large veggie.

and these games are very differend in design in alot of differend ways in where a weight system makes sense, dontstarve is not one of them otherwise we would not be able to do much with how much things can stack up to

alsol harder difficulty mode.....i just dont know how i sould response to that idea but using the world generating settings, because enemy spam as we all know is "harder difficulty"

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