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c'mooooon klei, the only thing left for you to do is to give me that complete walter chest so i can prove to me mum that i am actually really super responsible with my money and totally don't make financial decisions based entirely around cute dogs

 

tenor.gif?itemid=10382686&f=1&nofb=1&ipt

 

Edited by gaymime
  • Like 1
  • Haha 4
12 hours ago, Evelo said:

Oh cool, an insane buff to beefalo that propels them to oppressively powerful territory (in my opinion at least).

In my opinion, I feel like this is less like a buff and more so a quality of life change made to benefit Beefalo riders in all levels, but is also meant to make getting into taming much easier. The most annoying part part about Beefalo taming is the early stages where it has a low buck timer that you need to manage and that often causes people who try it to quit early. This change will ultimately make that experience feel much better and make the overall taming process feel amazing. I do think this change will fall off a bit late game, since there are a ton of mobs in the late-end game who will do Planar damage and will be able to knock you off your Beefalo with just their attacks. I do think this change is a net positive, though, as it removes the tedium of unmounting and being bucked off and removes the risk of both the player and Beefalo dying because of the buck timer.

17 hours ago, V2C said:

Ornery Chest won’t duplicate when it hides now.

I hope that a new source of dreadstone will be added soon, since it is no longer possible to duplicate Ornery Chests in order to convert pure horror from them into dreadstone using Wilson.
I sort of understand why it was removed, because it made Infused Shadelings lose their value. But damn, dreadstone is terribly hard to farm in endgame, and even then it is mainly used for decorative purposes as dreadstone walls. 
Because items from it are usually not crafted in several pieces, and dreadstone pillars are not so much better than ordinary ones that you should only build them. 
So other sources of this resource would be useful than 8-12 pieces every 20 days from Nightmare Werepig and 3 pieces every 3 days from dreadstone outcrop.

By the way, it would be useful to add a "deactivation" animation when the Ornery Chest is full, because currently it is done quite lazily.

Now, when Ornery Chest goes to make a clone, it is immediately deleted after doing so.

Spoiler

 

Edited by Kacpert25
  • Like 4

Wow, just wow.

Klei took a character I've never really payed much attention to, into what looks like an insanely fun and versatile skillset, and I'm now considering playing him as one of my mains. Not only that, looking at the skills, I actually have a hard time deciding on which to take not only in the affnities, but the regular skillset too, which is what a skilltree should be.
All in all... you sure you guys don't want to put more constraints and busywork onto him? Like making the Woby transformation require 1 thulecite and 1 pure horror/brilliance and make it last 3 minutes instead of permanent for free? Or make him deal half damage if he picks the speed perk for woby?

Jokes aside, good job. You've made me want to request skins for the slingshot and woby like Bernie has, to complete the look. Here's looking forward to the update release.

  • Like 5
35 minutes ago, Giovirtual79 said:

In my opinion, I feel like this is less like a buff and more so a quality of life change made to benefit Beefalo riders in all levels, but is also meant to make getting into taming much easier. The most annoying part part about Beefalo taming is the early stages where it has a low buck timer that you need to manage and that often causes people who try it to quit early. This change will ultimately make that experience feel much better and make the overall taming process feel amazing. I do think this change will fall off a bit late game, since there are a ton of mobs in the late-end game who will do Planar damage and will be able to knock you off your Beefalo with just their attacks. I do think this change is a net positive, though, as it removes the tedium of unmounting and being bucked off and removes the risk of both the player and Beefalo dying because of the buck timer.

theres a thing with beefalo taming, its that no one new should be doing it anyway, since it is a resource sink they have to deal with outside of their own character's need, so taming is an intermediate level skill. what this does is just make beefalo taming extremely easy, iirc it resets the buck timer everytime you feed it so you basically dont have to feed nearly as much then.

to learn to do it WHILE doing something like a ruins rush is pretty simple as well, it requires some management on where you put the beefalo, how much you use it before getting off so that it doesnt buck you off at a bad time etc. but now you can just feed it healing food while on top of it without the risk of getting off, which was the whole risk part when you tame/use it in fights, you take dmg (as well as the beefalo if you are fighting something with aoe). 

beefaloes are a very powerful tool whichever type you go for, and the time+resource sink+danger in areas was the thing keeping the risk-reward ratio decent. now if you just reset timer per feed the risk is just gone unless you somehow get stunlocked on a beefalo. 

im sure people wont like it if this feature is removed (feeding the beef while riding isnt a broken thing, its just the reset timer thats the issue), so i really suggest just removing the timer resetting as a whole for like... any inherrent RISK involved in taming those things, as you essentially just stay on top of em to do most things

Edited by IAmAFurrz
forgot a subject for the 1st sentence
  • Like 1

As a Walter player who was pretty underwhelmed and disappointed by his original skilltree, I am so, so happy with the changes you went with. Thank you for taking the time to rework his skills into something much more flavourful. I'm excited to pick him back up and play as him again when the update drops.

  • Like 5
8 minutes ago, IAmAFurrz said:

theres a thing with beefalo taming, its that no one new should be doing it anyway, since it is a resource sink they have to deal with outside of their own character's need, so taming is an intermediate level skill. what this does is just make beefalo taming extremely easy, iirc it resets the buck timer everytime you feed it so you basically dont have to feed nearly as much then.

to learn to do it WHILE doing something like a ruins rush is pretty simple as well, it requires some management on where you put the beefalo, how much you use it before getting off so that it doesnt buck you off at a bad time etc. but now you can just feed it healing food while on top of it without the risk of getting off, which was the whole risk part when you tame/use it in fights, you take dmg (as well as the beefalo if you are fighting something with aoe). 

beefaloes are a very powerful tool whichever type you go for, and the time+resource sink+danger in areas was the thing keeping the risk-reward ratio decent. now if you just reset timer per feed the risk is just gone unless you somehow get stunlocked on a beefalo. 

im sure people wont like it if this feature is removed (feeding the beef while riding isnt a broken thing, its just the reset timer thats the issue), so i really suggest just removing the timer resetting as a whole for like... any inherrent RISK involved in taming those things, as you essentially just stay on top of em to do most things

When I say new player, I don't mean literally new players. I mean players who have never tamed beefalo in their however many hours of playing DST that want to try it out. New players are obvious not gonna touch this, as they probably wouldn't even know you can do it in the first place.

As for the buck timer, I understand what you mean, but I do think for early game taming, the buck timer being reset when you feed a Beefalo is a net positive. I do also understand that, at later levels, the buck timer resetting can be overkill. I think the best way to do it is to make it so at lower levels, maybe like 0-25%, you can feed the Beefalo while riding to reset the buck timer. However, after reaching above that 25%, the buck timer reset is removed. By that time, your buck timer would be high enough to where you can still ride your beefalo for a good amount of time before you'll need to reset the buck timer without losing the good early game riding experience.

Klei, please make a decoration for the Wolfgang and Woody skill tree.

With the new skill trees, the old skill trees look too raw for Wolfgang and Woody. For Wilson, I think it fits, but for Woody and Wolfgang, it just looks unfinished.

image.png.4b7c0f79380f6ebdbd6d963620f1c2c7.png

image.png.a0e021fca25c151cec598254fb063385.png

Even if they look like Willow or Wormwood's skill tress, it will make them much more unique and individual.

I suggest making something unique instead of squares. I am sure that you will come up with something simple and at the same time beautiful.

image.png.046364f3a858845ae16b3e74e0b435c1.png

image.png.ad6af9b66aab63c3d971f499a62456f6.png

Edited by Keknutui
  • Like 11
1 hour ago, Kacpert25 said:

I sort of understand why it was removed, because it made Infused Shadelings lose their value. But damn, dreadstone is terribly hard to farm in endgame, and even then it is mainly used for decorative purposes as dreadstone walls. 
Because items from it are usually not crafted in several pieces, and dreadstone pillars are not so much better than ordinary ones that you should only build them. 
So other sources of this resource would be useful than 8-12 pieces every 20 days from Nightmare Werepig and 3 pieces every 3 days from dreadstone outcrop.

It’s probably not what you are looking for, but green gem strats are my go to if I need to farm dreadstone. You can amass a ton of green gems in the endgame via sproutrocks , and duping dreadstone with them works the same as any other material. In particular, you can dupe the saddle for the most practical return if you factor in Wilson transmuting (with a bonus of a lot of dark tatters), or doing the good old wall dupe strats if you aren’t using Wilson for slightly less dreadstone overall (you average 10 per green gem with the walls, and slightly higher than 10 with the saddle if you transmute the excess horror). I used it quite a bit when I placed dozens of pillars to entirely prevent earthquakes in my ruins, and it worked pretty well.

  • Like 1
1 hour ago, Giovirtual79 said:

but I do think for early game taming, the buck timer being reset when you feed a Beefalo is a net positive.

yea thats the issue. this net positive massively reduces resources which used to be gigantic, you had to spend a lot for an amazing result

1 hour ago, Giovirtual79 said:

I think the best way to do it is to make it so at lower levels, maybe like 0-25%, you can feed the Beefalo while riding to reset the buck timer. However, after reaching above that 25%, the buck timer reset is removed.

good idea, early on it doesnt really matter tho. it just means you feed it 1 feed for a bit less time on being bucked off and getting back on

if it were given early on, and removed after 25% it'd be inconsistent as a mechanic (plus more work for no reason)

42 minutes ago, Maxil20 said:

It’s probably not what you are looking for, but green gem strats are my go to if I need to farm dreadstone. You can amass a ton of green gems in the endgame via sproutrocks , and duping dreadstone with them works the same as any other material. In particular, you can dupe the saddle for the most practical return if you factor in Wilson transmuting (with a bonus of a lot of dark tatters), or doing the good old wall dupe strats if you aren’t using Wilson for slightly less dreadstone overall (you average 10 per green gem with the walls, and slightly higher than 10 with the saddle if you transmute the excess horror). I used it quite a bit when I placed dozens of pillars to entirely prevent earthquakes in my ruins, and it worked pretty well.

I think you might not fully grasp the efficiency and complexity issues here. I suggest rolling back the version and trying it yourself to understand how troublesome it actually is. I already know everything you mentioned. The beefalo saddle duplication bug has long been fixed, but using the chest duplication method was far more practical than what you’re suggesting.  

Regarding this bug, it had already been patched multiple times, but only on the test server. I personally believe the issue was a lack of communication between developers. Someone probably saw a bug report, instinctively addressed it without much deeper thought, and implemented a fix that was simple, efficient, yet ultimately disappointing.  

Maybe you should check out the messages I posted earlier

By the way, if you're using wall-based rock farming, that might actually be a better approach.

https://b23.tv/9yJbHtP

To put it simply, the Ornery Chest duplication bug had the potential to be refined into a great game mechanic—kind of like the shadow version of Wickerbottom’s book reading. I reported it twice, and they did make some adjustments. However, I believe a lack of communication among the developers led to them seeing a simple bug report and choosing the easiest, yet most frustrating, way to fix it.

My idea is simple: I want more usable and creative game mechanics. Over the past year, the developers have barely introduced any new mechanics that are both functional and memorable. Instead, most updates have been about adding special items, introducing new content, and tweaking character stats.  

 

To me, this is like adding a bunch of visually flashy weapons that, at their core, are just different ways to kill monsters. I also don’t want people to think, *"Since we have one method, there's no need for another."* That kind of mindset limits possibilities. I want more mechanics that create more choices and open up new ways to play the game.

 

Edited by adminaaassh
1 hour ago, Giovirtual79 said:

I think the best way to do it is to make it so at lower levels, maybe like 0-25%, you can feed the Beefalo while riding to reset the buck timer. However, after reaching above that 25%, the buck timer reset is removed.

2 minutes ago, IAmAFurrz said:

good idea, early on it doesnt really matter tho. it just means you feed it 1 feed for a bit less time on being bucked off and getting back on

if it were given early on, and removed after 25% it'd be inconsistent as a mechanic (plus more work for no reason)

I don't think adding obscure conditionals to the game as a whole is healthy. A change like this is going to confuse newcomers and people that don't use the wiki, while not providing any real gameplay improvement. I think the change is fine as is; and if you were to change it I would keep it consistent across all Beefalo gameplay.

  • Like 1
1 minute ago, CremeLover said:

I don't think adding obscure conditionals to the game as a whole is healthy. A change like this is going to confuse newcomers and people that don't use the wiki, while not providing any real gameplay improvement. I think the change is fine as is; and if you were to change it I would keep it consistent across all Beefalo gameplay.

yes, agreed. just wanted to say that mechanics like that should either be there throughout, or not there at all (i suggested the removal of timer resetting completely)

  • Like 1

Congratulations to the Walter miners, now there is a holiday on your street.So I look at the Tree of Wendy and Walter's skills and I think - This is a cool continuation of their ideas as characters and their skills! But when I look at Wortox's skills, I already want to cry, in my opinion, his skills are just patches of his weaknesses and the usual layering of non-synergistic skills that make only the appearance of fullness and versatility., At its core, Worktox with skills and Worktox without them will be played the same way as it was played before this update (I'm exaggerating a lot, since there are few people who will play so as to use all its strengths).It really disappoints me as a Wortox mainer (I'm crying)Because I was waiting for his development as a magical character with unique interactions with souls and unique soul magic.(I'm angry about his lost patent)(Here I whine)-In fact, his unique weapon,,is utter garbage,,which is weak and difficult to use with his mechanics,,inventory levels,,.Vessels for souls (in fact) this plugging his weaknesses, the Moon and Shadow sides are also not really needed, does not fit the character's concept and is difficult to implement (for ordinary players).His Playful and Kind side of character does not synergize with any skill. it just changes the numbers and the attitude of some creatures towards him (Somehow I don't feel the weight of the burden on me).My point is that, if not all, then most of Wortox's skills are a banal reinforcement of his weaknesses or strengths, without adding personality. Why is it so dim compared to the others? I just want it to be worked on, if not better, then at least on a level with others. Please don't forget my beloved imp!

Thanks for your attention! I'm sorry for my English.

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