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I believe it should go too, or at least reworked to fade over time for let's say 2 days to encourage avoiding danger while it restores.

"But DST is an uncompromising survival game". It's a useless thing, even if it doesn't bother you, did you acknowledged its existence before reading this post? No, that's how irrelevant it is for everyone, as you say your new friends don't have a problem with it either.

The reviver already gets punished by sacrificing health a massive 40 hp, big deal for new players playing with new players, not with people with 100+ hours.

Edited by SapoLover
  • Like 1
1 hour ago, SapoLover said:

I believe it should go too, or at least reworked to fade over time for let's say 2 days to encourage avoiding danger while it restores.

"But DST is an uncompromising survival game". It's a useless thing, even if it doesn't bother you, did you acknowledged its existence before reading this post? No, that's how irrelevant it is for everyone, as you say your new friends don't have a problem with it either.

The reviver already gets punished by sacrificing health a massive 40 hp, big deal for new players playing with new players, not with people with 100+ hours.

I presume you are answering to a particular msg and not directly to the original post

as for your comments, I mostly agree. 

3 hours ago, FreyaMaluk said:

Another idea I had was maybe adding RED CAPS as an alternative. I like the idea that they could both kill you and replace something rotten, cuz they kinda are, and also it could add more uses to red caps which are notorious for being underused. 

Yes, another great idea together with the reworked crockpot recipe. Not only because they're unbalanced at the moment, but I like the risk vs reward of them healing you the black heart but also removing hp (of which 50 hp is a lot oof). It also doesn't stomp too much on the booster shoot.

2 hours ago, SapoLover said:

I believe it should go too, or at least reworked to fade over time for let's say 2 days to encourage avoiding danger while it restores.

"But DST is an uncompromising survival game". It's a useless thing, even if it doesn't bother you, did you acknowledged its existence before reading this post? No, that's how irrelevant it is for everyone, as you say your new friends don't have a problem with it either.

The reviver already gets punished by sacrificing health a massive 40 hp, big deal for new players playing with new players, not with people with 100+ hours.

No. No rework or removed. Why. At this point why not make healing passively gained while playing? Why not removing hunger at all in the game? We're not talking about diseases or wildfires. And what the hell, how it is not a big deal for people +100 hours. If I use telltale hearts, I still need to recover my hp and that's resource management and time management that I'm sacrificing. This become worse if we're considering characters in the mix and a large group of people revived by telltale hearts. Hard no.

The correct word should be expanded. It should be expanded the mechanic as we all arrived to that conclusion. Strange cursed nightmare vases in the Ruins that put you black heart, a strange plant in the Lunar Island that sucks your hunger by putting "black stomach", just to put some ideas but also new ways to heal it. Reworked red caps and some crockpot dishes are the best ideas, in my opinion, for now. 

8 hours ago, FreyaMaluk said:

I presume you are answering to a particular msg and not directly to the original post

I'm responding to the general mood the discussion had in the first page, can't be bothered to read 4 pages of basically the same.

8 hours ago, Milordo said:

No. No rework or removed. Why. At this point why not make healing passively gained while playing? Why not removing hunger at all in the game? We're not talking about diseases or wildfires. And what the hell, how it is not a big deal for people +100 hours. If I use telltale hearts, I still need to recover my hp and that's resource management and time management that I'm sacrificing. This become worse if we're considering characters in the mix and a large group of people revived by telltale hearts. Hard no.

Are you being serious? You are comparing removing a tiny unnecessary part of what dead carries in the game (time lost, resource investment lost and having to go pick your stuff) to removing the game's core. And it's not a big deal for +100h players because they die less, simple. When was the last time you died and were revived with a telltale heart? Everyone here revives with amulets and touch stones, the health penalty is only hard on new players that already have to deal with learning so much this game has to offer. It's a extra step that adds an amount of nothing.

Edited by SapoLover
You're probably spending more time in this discussion than you ever did engaging with this mechanic
  • Like 1

Never mind that twintail heart and second chance watch just skip this mechanic entirely. All you need is someone willing to play as one of those two DLC chars.

Edited by Bumber64
  • Like 2
7 hours ago, Milordo said:

No. No rework or removed. Why. At this point why not make healing passively gained while playing? Why not removing hunger at all in the game? We're not talking about diseases or wildfires. And what the hell, how it is not a big deal for people +100 hours. If I use telltale hearts, I still need to recover my hp and that's resource management and time management that I'm sacrificing. This become worse if we're considering characters in the mix and a large group of people revived by telltale hearts. Hard no.

I think you are using a false equivalence here that has nothing to do with the discussion. Reworking one aspect of the game doesn't throw away all mechanics out of the window. This is a pretty exaggerated extrapolation of your argument.

7 hours ago, Milordo said:

The correct word should be expanded. It should be expanded the mechanic as we all arrived to that conclusion. Strange cursed nightmare vases in the Ruins that put you black heart, a strange plant in the Lunar Island that sucks your hunger by putting "black stomach", just to put some ideas but also new ways to heal it. Reworked red caps and some crockpot dishes are the best ideas, in my opinion, for now. 

I agree with things being expanded but I don't agree with the motion that only your version or opinions are the "correct" ones. like it or not, everyone here has a voice and has the right to voice it. We can all express it and agree to disagree without dismissing comments or being overly abrasive and condescending. this is a game we all love and we all are motivated by that. This mostly to address a bit your initial comments in this thread which were unnecessarily brusk... ok. with that out of the way...

I think the concept of some special attacks of bosses giving black sanity or hunger might be such a cool idea! In general it would be so cool if bosses would have special random abilities after reaching certain progress in the game. Maybe after 2 conditions are met like after 2 year and after maybe killing AF? anyways that probs deserved their own thread.

12 hours ago, FreyaMaluk said:

I can assure having hair doesn't really incentivize new players to build effigies either. They are bombarded with so many things at the beginning that they have way more pressing concerns to deal with. Besides, you need to craft a presti to craft it. Do you in all honesty think that a brand new player would from the get go understand they have to catch 4 bunnies, make a top hat and make boards to do that? There is a reason why Wilson is basically noob main. And they die... a lot....  

I was building meat effigies entirely on my own when I was a kid playing this game in 2013 with the old crappy crafting interface where meat effigies were in some random tab like survival. It is easier than ever to find out about them now that there's a healing/reviving tab that literally has a picture of a heart as its icon.

I'm sorry to say, but if people are so uninterested in engaging with the game that they do not even spend a minute or two to take a quick glance at the things that they're able to craft in the survival crafting game where crafting items in order to survive is really the whole deal, then this isn't the game for them. It is without exaggeration literally as accessible as it could possibly be. The only way it could be more accessible is if when you died huge ugly boxes appeared on your screen saying "You died, sucka! Next time try not sucking by doing this:".

The items are as visible as they can be, they're in a health tab, the health tab is marked with a heart, the descriptions clearly state what they do, nothing is hiding them. 

  • Like 3
  • Thanks 1
59 minutes ago, Cheggf said:

I was building meat effigies entirely on my own when I was a kid playing this game in 2013 with the old crappy crafting interface where meat effigies were in some random tab like survival. It is easier than ever to find out about them now that there's a healing/reviving tab that literally has a picture of a heart as its icon.

I'm sorry to say, but if people are so uninterested in engaging with the game that they do not even spend a minute or two to take a quick glance at the things that they're able to craft in the survival crafting game where crafting items in order to survive is really the whole deal, then this isn't the game for them. It is without exaggeration literally as accessible as it could possibly be. The only way it could be more accessible is if when you died huge ugly boxes appeared on your screen saying "You died, sucka! Next time try not sucking by doing this:".

The items are as visible as they can be, they're in a health tab, the health tab is marked with a heart, the descriptions clearly state what they do, nothing is hiding them. 

agreed with your point although effigies were always in the magic tab even with the old menu

  • Thanks 1
1 hour ago, Well-met said:

agreed with your point although effigies were always in the magic tab even with the old menu

They are currently in the "Magic", "Structures", and "Healing" filter. You will see it if you click on the heart. 

  • Like 2
15 hours ago, Cheggf said:

I was building meat effigies entirely on my own when I was a kid playing this game in 2013 with the old crappy crafting interface where meat effigies were in some random tab like survival. It is easier than ever to find out about them now that there's a healing/reviving tab that literally has a picture of a heart as its icon.

I'm sorry to say, but if people are so uninterested in engaging with the game that they do not even spend a minute or two to take a quick glance at the things that they're able to craft in the survival crafting game where crafting items in order to survive is really the whole deal, then this isn't the game for them. It is without exaggeration literally as accessible as it could possibly be. The only way it could be more accessible is if when you died huge ugly boxes appeared on your screen saying "You died, sucka! Next time try not sucking by doing this:".

The items are as visible as they can be, they're in a health tab, the health tab is marked with a heart, the descriptions clearly state what they do, nothing is hiding them. 

there is no "recipe" to explain how to obtain rot. Again. I understand you think it is clear enough and that is fine, but tbh the game has made changes and keeps making changes to explain things better. We have a scrapbook and a cookbook and we can share maps, and the cookbook for instance is one of the most common dead survivor pieces and also you can get both from graves. I would like if this was explained better or given more intuitive hints. 

and tbh I dislike the notion, "if you don't get this then you baseline suck and there is no space for you in this community" ... tbh anyone can get better at this game, when you get things is not that hard. Just the road to get there is not easy. I am fine if you disagree, in my experience of playing with a lot of different players ik it would make their experience a more enjoyable and would encourage people to learn more instead of waiting for rot at base or just disconnect and quit the game.

And the one last idea I have was just to make autumn more abundant with rot altogether. I think having it just be here and there would help. 

Edited by FreyaMaluk
  • Like 1
24 minutes ago, FreyaMaluk said:

there is no "recipe" to explain how to obtain rot. Again. I understand you think it is clear enough and that is fine, but tbh the game has made changes and keeps making changes to explain things better. We have a scrapbook and a cookbook and we can share maps, and the cookbook for instance is one of the most common dead survivor pieces and also you can get both from graves. I would like if this was explained better or given more intuitive hints. 

and tbh I dislike the notion, "if you don't get this then you baseline suck and there is no space for you in this community" ... tbh anyone can get better at this game, when you get things is not that hard. Just the road to get there is not easy. I am fine if you disagree, in my experience of playing with a lot of different players ik it would make their experience a more enjoyable and would encourage people to learn more instead of waiting for rot at base or just disconnect and quit the game.

Who do you think is playing this game, Martians who've never even seen a picture of Earth before? Who doesn't know what rot is? You are thinking way too lowly of new players. They aren't a bunch of cavemen who aimlessly punch their open paws into the keyboard. People can see that something calls for rot and notice that literally every single piece of food they've been picking up has had this weird green background that slowly depletes as they hold it unlike food that wouldn't make sense to spoil. They can put two and two together.

  • Like 1
  • Big Ups 1
19 hours ago, Milordo said:

This is a MEGA fallacy argument.

It's not a fallacy to share personal experience. I dunno how you even came to that conclusion, but there is no logic in saying anyone is using a fallacious argument when I was simply sharing my own personal experiences and adding some maybes to it.

19 hours ago, Milordo said:

In the end is Klei's fault for not writing and advising people in the game that you should play the game blind without any help and try to discover and experiment with it.

This is a wiki game. You're expected to look most things up in the wiki. It's not really Klei's fault for not telling you to not play a game blindly when you're heavily expected to look up every thing you're confused about on the wiki. It's just a conscious design decision to make the game wiki-heavy.

They even added the scrapbook, a mini-wiki to the game, to kinda prove that point... And it is pretty useful for solo players alright, even if useless when playing with friends because nobody is going to spend time looking stuff on the scrapbook when the game doesn't pause while you're looking at it.

Edited by AliceShiki
On 6/9/2025 at 10:15 PM, SapoLover said:

I'm responding to the general mood the discussion had in the first page, can't be bothered to read 4 pages of basically the same.

Are you being serious? You are comparing removing a tiny unnecessary part of what dead carries in the game (time lost, resource investment lost and having to go pick your stuff) to removing the game's core. And it's not a big deal for +100h players because they die less, simple. When was the last time you died and were revived with a telltale heart? Everyone here revives with amulets and touch stones, the health penalty is only hard on new players that already have to deal with learning so much this game has to offer. It's a extra step that adds an amount of nothing.

I could easily respond with just your phrase "can't be bothered to read 4 pages of basically the same". It speaks for itself. 

Yes, I'm serious. When was the last time I died and were revived with a telltale heart? Uuuuhh, like the other day? Like ever??? Hello?? Telltale hearts, life giving amulets and meat effigies are the most and only methods used to revive (I'm considering only revival options accessible to everyone, because there are also characters revival items of course) and I also explained thoughtfully, in the "4 pages of nothing", why. I instead rarely see and use touch stones, and others too, if of course, are not new players anymore. If this is what you think about telltale hearts, booster shots and "black heart" mechanic, it showes the weight of your experience in the game and how much you're dismissing and underestimate it. Of course "why not remove hunger" was a big hyperbole, what do you think? It doesn't change the fact that's the same thing you're proposing to a little mechanic, yes, but still an important one that has its impact to the gameplay, with already discussed facts and logics used in these 4 pages of nothingness. Why should we care with other people playing about resource managament and time management since you know...It's Don't Starve. A survival game. Now I can spam telltale hearts, receive free sanity and never touch booster shoots because well, why should I? It is now removed or passively removed. I will just heal up with my usual pierogies, blue mushrooms, dragon pies, whatever. Bad thinking, bad game balance.

On 6/9/2025 at 10:35 PM, FreyaMaluk said:

I think you are using a false equivalence here that has nothing to do with the discussion. Reworking one aspect of the game doesn't throw away all mechanics out of the window. This is a pretty exaggerated extrapolation of your argument.

I agree with things being expanded but I don't agree with the motion that only your version or opinions are the "correct" ones. like it or not, everyone here has a voice and has the right to voice it. We can all express it and agree to disagree without dismissing comments or being overly abrasive and condescending. this is a game we all love and we all are motivated by that. This mostly to address a bit your initial comments in this thread which were unnecessarily brusk... ok. with that out of the way...

I think the concept of some special attacks of bosses giving black sanity or hunger might be such a cool idea! In general it would be so cool if bosses would have special random abilities after reaching certain progress in the game. Maybe after 2 conditions are met like after 2 year and after maybe killing AF? anyways that probs deserved their own thread.

I will always apologize with how I wrote sometimes my comments. I don't want to sound aggressive or what not, it's how I express myself, which is bad. In that regard, excuse me.

That being said my version or opinions are not the correct ones because-->

When a game is designed and balanced, you need to help new people gain insight, understand things, explain, making things intuitives NOT by changing the structure around them.

Or else you will break everything. There is no more important rule. There is subjectivity and objectivity. The user in question was advocating to removing it. He/she wasn't talking about reworking it. Fading it away over time will just have horrible implications for all other revival mechanics balance. That's all. I will close it here, because I think we already reached a good middle ground in the thread and great solutions.

On 6/10/2025 at 5:47 AM, AliceShiki said:

This is a wiki game. You're expected to look most things up in the wiki. It's not really Klei's fault for not telling you to not play a game blindly when you're heavily expected to look up every thing you're confused about on the wiki. It's just a conscious design decision to make the game wiki-heavy.

They even added the scrapbook, a mini-wiki to the game, to kinda prove that point... And it is pretty useful for solo players alright, even if useless when playing with friends because nobody is going to spend time looking stuff on the scrapbook when the game doesn't pause while you're looking at it.

I would like you showing me proof that Klei said that this is indeed a wiki game and you should intentionally play Don't Starve always by reading the wiki. I played almost all Don't Starve blind. My community played and is playing entirely the game blind. Others people play the game blind. Because from my knowledge also, the scrapbook was not introduced because you need to go to the wiki, but as a quality of life and fix to a lot of mistakes and problems like not intuitive, can't remember the recipe I did, ecc... IN FACT, you still need to experiment first the crockpot and other things more than once before you have all the details in the cookbook (marvelous item btw), while the scrapbook is the same but worse. Very much worse. They failed that one a lot. (You also kinda pointed it out).

Now I understand more why the other time you were furious towards me, when I pointed out some errors in the wiki.  

On 6/10/2025 at 3:08 AM, FreyaMaluk said:

there is no "recipe" to explain how to obtain rot. Again. I understand you think it is clear enough and that is fine, but tbh the game has made changes and keeps making changes to explain things better. We have a scrapbook and a cookbook and we can share maps, and the cookbook for instance is one of the most common dead survivor pieces and also you can get both from graves. I would like if this was explained better or given more intuitive hints. 

and tbh I dislike the notion, "if you don't get this then you baseline suck and there is no space for you in this community" ... tbh anyone can get better at this game, when you get things is not that hard. Just the road to get there is not easy. I am fine if you disagree, in my experience of playing with a lot of different players ik it would make their experience a more enjoyable and would encourage people to learn more instead of waiting for rot at base or just disconnect and quit the game.

And the one last idea I have was just to make autumn more abundant with rot altogether. I think having it just be here and there would help. 

Yeah, I can't defend this. @Cheggf already explain it best. There are far worse anti-intuitive things for new players that should be addressed asap. Like snow chester/shadow chester and same thing for Hutch. The Shadow quest. Or the most horrible troublesome one. Don't Starve fighting system. Everybody has a problem in learning that. This is the road that should get easy, in my opinion. Not rot. How to kite and the need to learn patterns. 

Also to add, catcoons make rot in dedicious forest and had people exploring those biomes instead of waiting, for rot, leading them in discovering other things and progressing through the game.

  • Like 1

im agree to booster shoot recipe change. newbie that died and sacrifice 40 hp to revive other should not wait petals or berry to rot for days to be able to make this shoot.

black heart thing is actually good for people not to abuse free revival in endless, without it u can just forget everything dies and revived with half stat back everytime.

honey is actually pretty smart, since they also need stinger to make it so they will know that bee also produce/drop honey.
maybe instead of red caps it can use blue caps, since blue caps have healing properties.

5 hours ago, Milordo said:

I will always apologize with how I wrote sometimes my comments. I don't want to sound aggressive or what not, it's how I express myself, which is bad. In that regard, excuse me.

That being said my version or opinions are not the correct ones because-->

When a game is designed and balanced, you need to help new people gain insight, understand things, explain, making things intuitives NOT by changing the structure around them.

Or else you will break everything. There is no more important rule. There is subjectivity and objectivity. The user in question was advocating to removing it. He/she wasn't talking about reworking it. Fading it away over time will just have horrible implications for all other revival mechanics balance. That's all. I will close it here, because I think we already reached a good middle ground in the thread and great solutions.

I appreciate your apology. As I mentioned before, just balancing a thing doesn't mean the game will be immediately out of whack. I personally have moved from removing and more for reworking and expanding since I realized people will abuse it otherwise. I don't think that way and in turn, I have expanded my idea and appreciate people's opinions and arguments in the matter.

I had a final idea which is maybe making rot available around the world in autumn.. that would help a lot and would make sense lorewise since we basically are walking by other survivor's skeletal remains and lost equipment. Why not simply spawning rot trails to demonstrate that we are in a cycle of constant life and death?

  • Like 1
2 hours ago, mima_ said:

im agree to booster shoot recipe change. newbie that died and sacrifice 40 hp to revive other should not wait petals or berry to rot for days to be able to make this shoot.

black heart thing is actually good for people not to abuse free revival in endless, without it u can just forget everything dies and revived with half stat back everytime.

honey is actually pretty smart, since they also need stinger to make it so they will know that bee also produce/drop honey.
maybe instead of red caps it can use blue caps, since blue caps have healing properties.

I think the rot is really accessible. You'll probably already have a good amount lying around without even trying just because of how it's obtained. 

Edited by Cheggf
  • Like 1
2 hours ago, mima_ said:

im agree to booster shoot recipe change. newbie that died and sacrifice 40 hp to revive other should not wait petals or berry to rot for days to be able to make this shoot.

black heart thing is actually good for people not to abuse free revival in endless, without it u can just forget everything dies and revived with half stat back everytime.

honey is actually pretty smart, since they also need stinger to make it so they will know that bee also produce/drop honey.
maybe instead of red caps it can use blue caps, since blue caps have healing properties.

I thought about blue caps ofc, but I thought new people will have an easier time finding red during the day.

  • Like 1
1 minute ago, FreyaMaluk said:

I had a final idea which is maybe making rot available around the world in autumn.. that would help a lot and would make sense lorewise since we basically are walking by other survivor's skeletal remains and lost equipment. Why not simply spawning rot trails to demonstrate that we are in a cycle of constant life and death?

That's a much better idea, there could be rot in the swamp or something. 

  • GL Happy 1
1 minute ago, Cheggf said:

That's a much better idea, there could be rot in the swamp or something. 

i think little bits of rot everywhere would be the great... that would intro this in the best possible way

  • Like 1
4 hours ago, Milordo said:

Now I understand more why the other time you were furious towards me, when I pointed out some errors in the wiki.  

You didn't point out any errors in the wiki. If you had pointed them out, I (or anyone else) could have tried verifying the errors and fixed them. You never found any errors in the first place, you just said that the wiki was unreliable with nothing to back it up.

4 hours ago, Milordo said:

I would like you showing me proof that Klei said that this is indeed a wiki game and you should intentionally play Don't Starve always by reading the wiki. I played almost all Don't Starve blind. My community played and is playing entirely the game blind. Others people play the game blind. Because from my knowledge also, the scrapbook was not introduced because you need to go to the wiki, but as a quality of life and fix to a lot of mistakes and problems like not intuitive, can't remember the recipe I did, ecc... IN FACT, you still need to experiment first the crockpot and other things more than once before you have all the details in the cookbook (marvelous item btw), while the scrapbook is the same but worse. Very much worse. They failed that one a lot. (You also kinda pointed it out).

Any purposefully unintuitive game is also purposefully a wiki game. If you make your game extremely unintuitive, then you are automatically pushing the players onto relying heavily on wikis. You don't need dev statements on that, it's just how it works for basically every unintuitive game out there. It's no surprise that the games with the best wikis are usually the most unintuitive games, because they're the games that need wikis the most.

Anyways, we're off-topic again, so I'll drop it here.

  • Big Ups 2
6 hours ago, Milordo said:

Now I can spam telltale hearts, receive free sanity and never touch booster shoots because well, why should I? It is now removed or passively removed. I will just heal up with my usual pierogies, blue mushrooms, dragon pies, whatever. Bad thinking, bad game balance.

It's clearly not free. You revive with 50% sanity, where crawling horrors are already visible. The hearts have a cost beyond health, and by your logic green caps, cacti, etc., are already free sanity. (Ignoring Glommer for some reason?)

1 hour ago, FreyaMaluk said:

I had a final idea which is maybe making rot available around the world in autumn.. that would help a lot and would make sense lorewise since we basically are walking by other survivor's skeletal remains and lost equipment. Why not simply spawning rot trails to demonstrate that we are in a cycle of constant life and death?

Yeeee, now you're picking my curiosity again because autumn doesn't have anything special or unique compared to the other three seasons. It has only no eyed deer and this idea could lead to new extravagant things related to rot and autumn vibes like the special stinky plant I talked before!

1 hour ago, FreyaMaluk said:

I thought about blue caps ofc, but I thought new people will have an easier time finding red during the day.

Also blue caps are a no no because they're broken lol. Not a surprise why they're meta. It's better to give it to red mushrooms for the risk and reward and balance them a bit. 

1 hour ago, AliceShiki said:

You didn't point out any errors in the wiki. If you had pointed them out, I (or anyone else) could have tried verifying the errors and fixed them. You never found any errors in the first place, you just said that the wiki was unreliable with nothing to back it up.

Any purposefully unintuitive game is also purposefully a wiki game. If you make your game extremely unintuitive, then you are automatically pushing the players onto relying heavily on wikis. You don't need dev statements on that, it's just how it works for basically every unintuitive game out there. It's no surprise that the games with the best wikis are usually the most unintuitive games, because they're the games that need wikis the most.

Anyways, we're off-topic again, so I'll drop it here.

I'm very sorry for you that you have this vision for games and Don't Starve in general. You can very well play it without a wiki and enjoy it like I did it and many other too. (even if you missed a 20% content for the first time). Plus I'll reveal it to you then, Klei wanted you to play it blind with trail and errors and deaths. It's literally intended. I'm sorry.

Btw an error in the wiki, if you want to fix it, is about the wave system. It's based on the old system, it's outdated.

35 minutes ago, Bumber64 said:

It's clearly not free. You revive with 50% sanity, where crawling horrors are already visible. The hearts have a cost beyond health, and by your logic green caps, cacti, etc., are already free sanity. (Ignoring Glommer for some reason?)

I revive with 50% sanity. And? No, really. And? Or I'll sleep it. Or I'll eat some sanity food. Or I'll simply do what 95% of the times players do, I'll fight shadow creatures for nightmare fuel. What others cost they have? Spider glands? No, because spiders are the most meta and farmable thing in the game. You already have them. Grass? That's the only point I'll give you, because you need it always a lot and depending on the situation and moment of the game, yes, cut grass could cost and you shouldn't waste it in early game by dying and spamming telltale hearts a lot. But what about all the rest of the game where I farmed cut grass and now I have stacks and stacks of it? No cost.

So no, I can spam telltale hearts if that would be removed.

7 hours ago, Milordo said:

I could easily respond with just your phrase "can't be bothered to read 4 pages of basically the same". It speaks for itself. 

Yes, I'm serious. When was the last time I died and were revived with a telltale heart? Uuuuhh, like the other day? Like ever??? Hello?? Telltale hearts, life giving amulets and meat effigies are the most and only methods used to revive (I'm considering only revival options accessible to everyone, because there are also characters revival items of course) and I also explained thoughtfully, in the "4 pages of nothing", why. I instead rarely see and use touch stones, and others too, if of course, are not new players anymore. If this is what you think about telltale hearts, booster shots and "black heart" mechanic, it showes the weight of your experience in the game and how much you're dismissing and underestimate it. Of course "why not remove hunger" was a big hyperbole, what do you think? It doesn't change the fact that's the same thing you're proposing to a little mechanic, yes, but still an important one that has its impact to the gameplay, with already discussed facts and logics used in these 4 pages of nothingness. Why should we care with other people playing about resource managament and time management since you know...It's Don't Starve. A survival game. Now I can spam telltale hearts, receive free sanity and never touch booster shoots because well, why should I? It is now removed or passively removed. I will just heal up with my usual pierogies, blue mushrooms, dragon pies, whatever. Bad thinking, bad game balance.

Reading four pages of basically the same doesn't take anything from my argument. I'm not a particularly good player, yet I can count with the fingers of my hands the times I've used a booster shot, and with the spare fingers, I can count the times I have seen other people in other servers use it, and I'm not a particularly skillful player. Anyways, this adds nothing to my point, my point is that it's a mechanic that adds nothing. It's only impactful  if you are in your first hours in this game, and then just a time wasting minor annoyance. Taking it away won't suddenly get you closer to be a pro player, nor defending it proves that you are. And why would you farm sanity in the most unorthodox way possible? I sincerely think you are baiting me.

20 minutes ago, SapoLover said:

 And why would you farm sanity in the most unorthodox way possible? I sincerely think you are baiting me.

Never said as farming, but as a free bonus.

Edited by Milordo

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