Jump to content

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


Recommended Posts

3 minutes ago, Frosty_Mentos said:

I can afford after first ruins rush. I always have an icebox premade cause resources are extremely abundant. Often I never even need to place it cause of moon caller staff and usually cave dwelling takes up most of the summer. Don't need to even put around the world, just the locations where you visit most for specifics. Moonstone, you own base, portal... Maybe boat, but there's not a lot of places that need ice boxes in general. Since, well, moon staff is a thing. That thing is super spammable for durability wise

the point was that you'd waste a lot of time on going to places for placing an ice box and putting a thermal into it there and you might end up visiting very few places during summer if playing short term if you ended up not stopping playing before summer and i was talking about ice boxes, not moon caller, so idk why did you bring it up

2 minutes ago, grm9 said:

???

doesn't the salad make you immune to freezing either way?

It raises your temperature during some minutes, after the effect goes the hat keeps you warm

Only the salad last really short before needing to eat a new one

3 minutes ago, grm9 said:

light, being able to heat it up to 90 degrees instead of 70 with out over heating and being able to do stuff while it's heating up're the advantages but 90 degrees still doesn't compensate it's insulation being twice as low as beefalo hat's and doing some useful thing while it's heating up requires you to always stop near some where that you could do some useful thing near since simply stopping at 1st tree that you noticed after it went yellow usually forces you to just stand still and wait since there's no useful thing to do when near it so it's just light

Maybe for you doesnt compensate,  for me it does. More when at night you need to use a lantern instead of a cane because your hat is using the beef hat

1 minute ago, grm9 said:

the point was that you'd need to waste a lot of time on getting to places that you'd want to place them near and you might end up going to very few places except base twice if playing short term and the point was that ice boxes don't work short term, not moon caller

If it's short term survival then it's not my problem really. That's where it probably should be a lot more beneficial to people that would want that clothing and backpack, incase of supporting self, base or others. Heat resistance or cold resistance, one of the two staves and we'd be good to go. Having no backpack is a no-go for me. I almost never had the moment where I'd say no to it, cause eventually I know what my pet cravings make me do and I have to build and haul and work hard for something in the game.

I don't think that is needed. In fact, that would be breaking one of the key elements of Don't Starve - the inventory management. Not being allowed to just walk around with a abckpack, armor, amulet, waliking cane in one hand and a weapon/tool in the other is just good for the game. And once the devs give in and add one of those, they'll have to add all of these

11 minutes ago, arubaro said:

Maybe for you doesnt compensate,  for me it does

i meant that being able to set thermal's temperature to 90 instead of 70 because of over heating not applying to it doesn't compensate it's insulation being lower and it still ends up preventing you from freezing for less time in comparison to how much time beefalo hat prevents you from freezing for

7 minutes ago, Frosty_Mentos said:

That's where it probably should be a lot more beneficial to people that would want that clothing and backpack, incase of supporting self, base or others. Heat resistance or cold resistance, one of the two staves and we'd be good to go

what'd be more beneficial? more beneficial in comparison to what? why only for them? what does supporting mean in that scenario? why only when doing that? what does the part of the quoted text that's after the 1st dot that's in it even mean?

3 hours ago, grm9 said:

they don't stack so that's pointless unless you took an already frozen thermal from an ice box after getting close to over heating for getting to lower temperature with out needing to keep a blue amulet equipped or staying near a thing that decreases temperature not instantly

shanter ends up only being for sanity regen and not freezing for like 20 more seconds after thermal went gray in that scenario so still worse in comparison to beefalo hat unless optimized heating it up

place a star for fighting in place for not needing thermal nor clothes


3 some players don’t rush the ruins and the star is not that good for some situations like if i killed the shadow piece in day 21 I will go for the AFW a beefalo hat will not be that good for going in the Atrium because u can’t go without armour because of all the bishops 

4 minutes ago, Szczuku said:

I don't think that is needed. In fact, that would be breaking one of the key elements of Don't Starve - the inventory management. Not being allowed to just walk around with a abckpack, armor, amulet, waliking cane in one hand and a weapon/tool in the other is just good for the game. And once the devs give in and add one of those, they'll have to add all of these

That - makes no sense. Inventory management is a big thing on it's own by just needing to deal with hauling masses of items and doing tasks. Dropping backpack each time needing to wear armor is annoying, backpack can get lost between assets. There's a lot of things to sort through and foods to carry, to store, switch gear all the time and in general people that don't keep their armor and healing in main inventory are playing the game very weirdly and differently. Most things in a backpack we have is secured loot we keep in case we die, armors we wear exist in a moment when we need to combat the most. Clothing's value is miniscule compared to thermal's power to heating/cooling and being most economically viable and time efficient to do many tasks.

As Maxwell I carry many rocks and resources and I need to haul a lot. I never wear any clothing unless tam or beefalo hat just to prolong my stay in the cold without having anything to burn nearby. If I play any other character to kill bosses or other tasks I'd prefer to have plenty of inventory for some armor and mostly loot over a body slot of clothing.

Sanity management isn't an issue, but at least it'll be a nice convenience in staying sane and relaxed while building or vibing.

Belt of hunger is just nice to make resources drain less, but without extra inventory it is a bigger drain on time for me.

Many things to do with extra slot for armor or clothing is beneficial to all and is supported by veterans. There's great benefits to time saving, casual play or early survival stages before moving into thriving and lategame. It won't ruin balance, for that those that already know the game will just have it a little easier on the mind not to try too hard in multitasking.

10 minutes ago, grm9 said:

meant that being able to set thermal's temperature to 90 instead of 70 because of over heating not applying to it doesn't compensate it's insulation being lower and it still ends up preventing you from freezing for less time in comparison to how much time beefalo hat prevents you from freezing for

I have tried both ways and i perfer the thermal for what i mentioned. If i have to use clothing outside of warly, i would use body clothing too so i can switch to miner hat during nights

 

Is just preference. I dont think any method is better than the other. Everything have pros and cons and for that im against extra body slots changes, they kill that decision making from the player

I'm actually on the "don't add slots" side because I think the 3 slots are a core part of the games identity.  I'm oversimplifying this, but past autumn there's basically at least 3 threats being presented to the player at a time and the potential for more to be added at any moment. 

 

For example you could be facing rain, possibility of thunder, combat, and coldness if you get wet.  

You have 3 slots to deal with this issue, but will never have enough to completely circumvent all of it.  Some high-tier items can mitigate this, the umbralla was a very good addition to the game(imo) at the stage you get it at because while it does not take up a slot it still has a sphere that you have to stay in and is constantly depleting over time.

Adding in a single slot, even just a single slot will throw a lot of that out the window. If you can wear an rain coat, backpack, and football helmet all at once then you have removed the threat of combat, the threat of rain, and the threat of inventory problems all in one sweep. What would even be the point of spring at that point?

Or how about the ruins? If I could wear a backpack, magi, and football helmet I have my light source covered, combat covered, and even a nice movement speed bonus for fast clearing which alleviates the "threat" of being caught in a nightmare cycle.


Adding even a single slot to the character will circumvent the majority of the games mechanics and render them near non-existent.

17 minutes ago, Frosty_Mentos said:

Many things to do with extra slot for armor or clothing is beneficial to all and is supported by veterans. There's great benefits to time saving, casual play or early survival stages before moving into thriving and lategame. It won't ruin balance, for that those that already know the game will just have it a little easier on the mind not to try too hard in multitasking.

Ok and? An item that prevents your hunger, sanity, temperature, wetness from changing and gives you night and storm vision would also definitely be benefitial and time saving, experienced players already know how to deal with those things so it would just be convenient for them to have a 'turn those off' item in the game. But adding something like that wouldn't be a very good decision, now would it? It kind of just... turns off a good chunk of the gameplay. Same goes for extra invenotry slots.

10 minutes ago, grm9 said:

what'd be more beneficial? more beneficial in comparison to what? why only for them? what does supporting mean in that scenario? why only when doing that? what does the part of the quoted text that's after the 1st dot that's in it even mean?

Staying out in the wild to work, providing more goods, doing more hauling, exploration and just draining less resources like foods through belt of hunger. Getting around places when having no beefalo. Having no need for light when not in combat scenarios. Not needing thermal as it would take up one less slot in inventory.

Will give everyone access to reduction to hunger and light, or armor and utility in cases of combat, gathering or survival scenarios. Provides more comfort for the player to juggle less with inventory items by just needing to wear the piece of clothing or armor at any time without losing backpacks.

People hate losing backpacks, they get lost often between assets. Having no extra inventory for veterans that do longterm is a pain. It doesn't affect those short term in a sense that if they don't want to they don't have to use that, but it would also improve their juggling between inventory items much better and have a bit easier time rushing bosses or exploring.

Less sitting by fires and more walking, easier access to places like ruins during rainier seasons, or cave mining even.

I'm not gonna keep listing the possibilities of what benefits we could reap from this, read my previous posts cause I posted plenty enough reasons for why I think having these slots separate is extremely good for everyone involved.

9 minutes ago, Frosty_Mentos said:

Staying out in the wild to work, providing more goods, doing more hauling, exploration and just draining less resources like foods through belt of hunger. Getting around places when having no beefalo. Having no need for light when not in combat scenarios. Not needing thermal as it would take up one less slot in inventory.

Will give everyone access to reduction to hunger and light, or armor and utility in cases of combat, gathering or survival scenarios. Provides more comfort for the player to juggle less with inventory items by just needing to wear the piece of clothing or armor at any time without losing backpacks.

People hate losing backpacks, they get lost often between assets. Having no extra inventory for veterans that do longterm is a pain. It doesn't affect those short term in a sense that if they don't want to they don't have to use that, but it would also improve their juggling between inventory items much better and have a bit easier time rushing bosses or exploring.

Less sitting by fires and more walking, easier access to places like ruins during rainier seasons, or cave mining even.

I'm not gonna keep listing the possibilities of what benefits we could reap from this, read my previous posts cause I posted plenty enough reasons for why I think having these slots separate is extremely good for everyone involved.

But the game goes about managing all of that... i dont play dst but a rpg or something similar when i dont want this kind of gameplay 

For me the fun of building and fighting,  fighting with such simple combat mechanics, is the fun of making time for it. If the game gives the me time then it feels bland...

is the reason i dont play wanda anymore...i dont enjoy "beating" the game with just honey, papyrus and nightmere fuel.

And is the reason i play warly, i can get advantage of many mechanics and food sources like his thermal dishes, needing to fish for moqueca or the wetness dish, etc

With most characters you just beat everything with something to heal, eyebrella and a thermal stone. The game doesnt need to simplified that more, the opposite. We need more complex survival for late game so the game isnt overwhelming for new comers, adding these """""QoL""""" stuff only kills the fun parts of a, otherwise,  simple game

46 minutes ago, grm9 said:

that requires making a lot of ice boxes with a thermal across the world so i don't see why'd you do that when playing short term (so 1 or 2 in game years at most) with out the time spent on setting all that up or running to an ice box compensating amount of time that you saved through not needing to stand still near a cold star

Ice chester works.

7 minutes ago, Szczuku said:

Ok and? An item that prevents your hunger, sanity, temperature, wetness from changing and gives you night and storm vision would also definitely be benefitial and time saving, experienced players already know how to deal with those things so it would just be convenient for them to have a 'turn those off' item in the game. But adding something like that wouldn't be a very good decision, now would it? It kind of just... turns of a good chunk of the gameplay. Same goes for extra invenotry slots.

It really doesn't if Klei balances costs to getting those items better, or ways to get clothing and have those benefits improved upon. We got many items already tackling a lot of seasonal situations, they are extremely simple solutions themselves and are so much cheaper than anything expensive clothing wise.

For newbies, the game is VERY hard and you gotta agree on this. I seen plenty of cases of losing their backpack and spending too much time on trying to find it, it happens even for veterans who lose it somewhere between many things.

It is a big improvement for early of those that are learning till they finally get to ruins for belt of hunger and hibearnation vest to deal with bearger, but it doesn't benefit veterans without having inventory attached to us because we always try to find ways to increase it either through piggy sack with compensation from slows by beefalo/walking cane, or grinding for Krampus sack with Wicker books or other methods like Klaus loot chance.

What I mean is, inventory is extremely valuable, seasonal threats lategame are not threats but simple annoyances. We got very cheap solutions that are very powerful crap to deal with them and there's this whole line of items that brings no benefit to anyone who works hard when playing the game.

It seems you're denying most of these aspects of the game becoming trivial for veterans but you don't want us to benefit on having easier time to walk around more freely without bothering on having thermal hugged all the time. It all comes to two things in the end - thermal and umbrella are the core items that you need to survive and thrive. Thermal for any heat or cold in general, and umbrella for heat, and rain with the cold that comes with it.

3 minutes ago, arubaro said:

But the game goes about managing all of that... i dont play dst but a rpg or something similar when i dont want this kind of gameplay 

For me the fun of building and fighting,  fighting with such simple combat mechanics, is the fun of making time for it. If the game gives the me time then it feels bland... is the reason i dont play wanda anymore...i dont enjoy "beaten" the game with just honey, papyrus and nightmere fuel

I get that sometimes, but the game only goes so far before it becomes more like a sandbox than actual survival. I think in the end that's the design of the game at fault for not being more to RPG with a loop to it. It's a sandbox, and in sandboxes you build a castle and destroy it eventually to do things all again. I think that's kinda the part of the game. Even for longterm worlds what I mean sometimes are like thousands of days before thinking "mmm new update, I should maybe try things again but with a slightly new coat of paint" and it just goes like that for whatever amount of times you play till the game just feels the same. Till Klei updates again and new paint keeps getting slapped on. It's fun, but we have lives too. Even a game like this isn't infinite. But at least once you reach lategame then you really feel like you did everything, and somehow that still makes it fun for many people that play this over and over again. I can understand short-term players in that sense. They often play this more like a roguelike RPG.

2 minutes ago, Frosty_Mentos said:

I get that sometimes, but the game only goes so far before it becomes more like a sandbox than actual survival. I think in the end that's the design of the game at fault for not being more to RPG with a loop to it. It's a sandbox, and in sandboxes you build a castle and destroy it eventually to do things all again. I think that's kinda the part of the game. Even for longterm worlds what I mean sometimes are like thousands of days before thinking "mmm new update, I should maybe try things again but with a slightly new coat of paint" and it just goes like that for whatever amount of times you play till the game just feels the same. Till Klei updates again and new paint keeps getting slapped on. It's fun, but we have lives too. Even a game like this isn't infinite. But at least once you reach lategame then you really feel like you did everything, and somehow that still makes it fun for many people that play this over and over again. I can understand short-term players in that sense. They often play this more like a roguelike RPG

Doesnt make sense to make a survival game more sandboxy just because the tendency has been adding only sandbox elemets. And i remind you that the rift content is trying to bring back some survival elements to break a little these casual tendencies

6 minutes ago, Frosty_Mentos said:

It seems you're denying

I'm not denying anything it's just that

6 minutes ago, Frosty_Mentos said:

I seen plenty of cases of losing their backpack and spending too much time on trying to find it, it happens even for veterans who lose it somewhere between many things.

this ^ is just how the game works. What you said here ^ is the same as me arguing that we need a way to turn hound attacks off cuz I've seen many cases of players being killed by them. That's just how the game works. These are called 'game mechanics' that make up the so called 'gameplay'. Take to many of these away and you're left with a slop of a game.

2 minutes ago, Szczuku said:

this ^ is just how the game works. What you said here ^ is the same as me arguing that we need a way to turn hound attacks off cuz I've seen many cases of players being killed by them. That's just how the game works. These are called 'game mechanics' that make up the so called 'gameplay'. Take to many of these away and you're left with a slop of a game.

It's just a bad mechanic is what I feel, not a great challenge for newer players that wanna enjoy the game and generally just an annoyance for veterans at best. This game mechanic sucks not in difficulty wise, but in just forcing to walk a tiny bit too much.

3 hours ago, Ridley said:

Which new bosses? The mutated ones are arguably the most like old Don't Starve bosses

i dont remember old dontstarve bosse having a stun thingy special mechanic and being able to just push you around all times

4 hours ago, Szczuku said:

I don't think that is needed. In fact, that would be breaking one of the key elements of Don't Starve - the inventory management. Not being allowed to just walk around with a abckpack, armor, amulet, waliking cane in one hand and a weapon/tool in the other is just good for the game. And once the devs give in and add one of those, they'll have to add all of these

No? Clothing items should be allowed to be worn with backpack, Body Armors? No.

But, the more character updates and skill trees we get- The more inventory slots need to be filled making backpacks far more important than seasonal clothing.

A great example is Skill Tree Reworked Winona, to get the best out of her playstyle you now need 1 inventory slot for the remote clicker, 1 inventory slot for a gem-er-rator, 2-3 inventory slots per catapult.

And people just aren’t going to give up their backpacks for really terrible clothing options, when hats/thermals do the job far better.

On 9/25/2024 at 8:45 AM, Cruvimaster said:

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

i know its been mentioned already but the issue is that it removes one of the core aspects of the game, inventory management. It isnt about anything balance related, having more equip slots is just changing the game on a more fundamental level.

1 hour ago, Mike23Ua said:

No? Clothing items should be allowed to be worn with backpack, Body Armors? No.

But, the more character updates and skill trees we get- The more inventory slots need to be filled making backpacks far more important than seasonal clothing.

A great example is Skill Tree Reworked Winona, to get the best out of her playstyle you now need 1 inventory slot for the remote clicker, 1 inventory slot for a gem-er-rator, 2-3 inventory slots per catapult.

And people just aren’t going to give up their backpacks for really terrible clothing options, when hats/thermals do the job far better.

We just got a portable chest by trading carrots and reeds...

2 hours ago, arubaro said:

We just got a portable chest by trading carrots and reeds...

That thing feels weird and impractical unless having carrots and reeds on hand and rabbit king just hanging out close by incase of not having that storage access. It doesn't occupy my mind as a storage solution sadly. Maybe in some ways I'll figure it out, but backpacks still take prio.

7 hours ago, Frosty_Mentos said:

That thing feels weird and impractical unless having carrots and reeds on hand and rabbit king just hanging out close by incase of not having that storage access. It doesn't occupy my mind as a storage solution sadly. Maybe in some ways I'll figure it out, but backpacks still take prio.

You can trade multiple horns at once

47 minutes ago, arubaro said:

You can trade multiple horns at once

I know but durability is something that's iffy for me. Would only when needing to haul more wood or rock from forests.

2 minutes ago, Frosty_Mentos said:

I know but durability is something that's iffy for me. Would only when needing to haul more wood or rock from forests.

Ye, i prefer if they raise the cost but make it have 5 uses. Is kinda unconfortable to use but pretty useful

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...