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I challenge the Don't Starve Together community to stop console spawning tons of resources and then declaring something is overpowered. This is like saying gunpowder is overpowered when the point is that it is designed as an alternative to normal combat.

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7 minutes ago, Ridley said:

I challenge the Don't Starve Together community to stop console spawning tons of resources and then declaring something is overpowered. This is like saying gunpowder is overpowered when the point is that it is designed as an alternative to normal combat.

I feel the community is somewhat satisfied with the latest update, but it's too early to conclude until at least one month from now. Players can get an infinite amount of clankers later on, but does repairing those clankers really shut down other available options in the early game? For instance, clearing ruins somewhat faster and easier doesn't contribute much to one's overall progress in playing DST. Meanwhile, for hunting bosses under a time limit, how many clockwork followers, on average, can be realistically obtained in small, medium, and large cave settings? I am eager to learn how the community will maximize this new opportunity.

 

 

Overall, I'm fine with maybe building the infrastructure to station them at various boss locations, but I wouldn't bring them everywhere  - follower armies in general make too much noise. I prefer Clout Snout mechanics with a better timer, and I've always wondered how the clockworks can run forever without a clear energy source.

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i see no problems with this, you choose to get a lot of these robots so its all fine by me

2 hours ago, Ridley said:

I challenge the Don't Starve Together community to stop console spawning tons of resources and then declaring something is overpowered. This is like saying gunpowder is overpowered when the point is that it is designed as an alternative to normal combat.

actualy how i killed fuelweaver solo, just actualy FARM the materials for alot of gun powder instead of spawning them in

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