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Lategame Equivalents Of Hound Attacks - Pestilence That Disables Farms, Pig Houses, Bees And Decays Wood


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It seems like an elegant and realistic way to make the late game less boring and many ways of getting food (butterfly farms, honey, etc) actually a needed part of a base

 

I think that things like that turning up after the second winter or right before it will give players enough time to prepare adequately

no, just make the enemies and threats stronger, and rabbit traps need to be fixed, and caves need to be cold in winter, and the rope back up to the cave level one needs to not come back down during the nightmare.

no, just make the enemies and threats stronger, and rabbit traps need to be fixed, and caves need to be cold in winter, and the rope back up to the cave level one needs to not come back down during the nightmare.

 

>Fake difficulty

>Fake difficulty

 

fake difficulty has to be unavoidable and unpreventable to count as fake, your idea of stuff rotting is fake difficulty, i edit the tuning file, so  have control over all stats in my game, it is not fake difficulty, i have level one spider dens with up to two warriors and 6 spiders, i have found other ways of dealing with the things, normally, you have the same overpowered tactic of "wear logsuit" for everything, i use other stuff.

i edit the tuning file, so  have control over all stats in my game, it is not fake difficulty

That's cheating, though. By that logic, let's make it so that on day 2, you instantly die, but it's not fake difficulty because you can edit game files to skip to day 3!

That's cheating, though. By that logic, let's make it so that on day 2, you instantly die, but it's not fake difficulty because you can edit game files to skip to day 3!

 

what are you going on about?, i meant that i have made the enemies strongercin most stats, and that the extra strength is not fake difficulty, it is balanced, there is a safe solution to each problem i find, whether it be the hounds or werepigs, cave spiders or nightmare lights, there is a way.

The game really doesn't need to be harder. You just run out of things to do after awhile. Being bored is not exactly the same thing as being too easy.

 

=Smidge=

you have a point there, after a base is set up no risks are taken so it is perceived as easy but if you went adventuring like you do at the start I'm sure it would be a bit more interesting. By taking note of all the things suggested lately, it just goes to show turtling is incredibly effective and should be discouraged for a more immersive experience.

 

oopsy back on topic: its a no from me as pestilence is just disease and having a disease/diseases that affect/s all living organisms appear magically at once is a little outlandish even for don't starve

what are you going on about?, i meant that i have made the enemies strongercin most stats, and that the extra strength is not fake difficulty, it is balanced, there is a safe solution to each problem i find, whether it be the hounds or werepigs, cave spiders or nightmare lights, there is a way.

They don't mean "fake difficulty" as in "imbalanced". They mean "fake difficulty" as in "there's no good explanation as to why this happened". If you want to go the route of "bonus stats for enemies", it could be at least more immserive and have it instead be new monsters that replace the old monsters.

They don't mean "fake difficulty" as in "imbalanced". They mean "fake difficulty" as in "there's no good explanation as to why this happened". If you want to go the route of "bonus stats for enemies", it could be at least more immserive and have it instead be new monsters that replace the old monsters.

 

i don't mean enemies getting stronger after a certain time, i mean enemies being stronger from the start.

 

a threat after a certain amount of days.... a large slime ball monster?.

Those hazards are more of an annoyance than "dangerous" or "challenging" - it's like harvesting grass and twigs, a chore that you dread but has to be done periodically. I doubt they are going to add more depth to combat or menial tasks involving labour, so it comes down to variety. As mentioned before you fulfill all your needs and eventually run out of tasks to do.

 

Also: this game revolves not around pure difficulty, but rather decisions. If they presented the player with a more diverse array of options and survival scenarios, forcing them to make quick decisions regarding resource management, sacrifices, fight or flight, etc. it would probably prove much more stimulating. Winter is the tip of the iceberg, there should be situations that don't have linear, unnegotiable solutions such as warm clothing or lightning rods.

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