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More ideas, because why the heck not!


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1. Remove/minimalize the Mosaic biomes, as they are ugly, annoying, useless(except for turf), and I spawned in a world in which an 8th of the world was mosaic.

 

2. A clockwork queen and king-can only be damaged when the other chess pieces are slain, and complement each other's weaknesses.

Clockwork King: Moves one hop at a time,acts as a mortar, shooting bombs at the player, so pattern is like:hop, shoot, shoot, shoot, hop, shoot, shoot, shoot.

Clockwork queen: spawns clockwork pawns, and tries to stay between player and king(chess reference!)

Clockwork pawn: Like a pengull  ai-wise, will move in one direction  only unless it can attack something(like the player) or needs to avoid an obstacle like a tree.bonus idea: upon reaching edge of chess biome, will turn into bishop or knight(because castles are too destructive)

 

3. A better "minotaur" boss. Pretty much, designate the "arena" , fitting it to the range of the Dungeon guardian. If the player leaves the Guardian's range, it will hop back, but will also regen hp quickly until player "re-enters" the "arena"

 

4. Make Beefalo spawn in savannas better, I've found massive, beefalo-free savannas, and then I found 5 in a little patch of savanna that didn't even go off the screen.

 

5. Have slurpers respawn/have a herd behavior?

 

6. Make the compass more useful: increase map reveal radius.

 

7. Make animals "tameable"

feed beefalo grass to have them stop aggroing

pigs have a "civilized" mechanic that increases over time as they wear hats, resulting in "civilized" pigs not turning into werepigs or turning into tame werepigs OR just following the player forever.

 

8. Eating raw meat has a chance to make you sick-when sick, sanity may drop, and player may poop for a hunger penalty occasionally..

 

1. Remove/minimalize the Mosaic biomes, as they are ugly, annoying, useless(except for turf), and I spawned in a world in which an 8th of the world was mosaic.

 

2. A clockwork queen and king-can only be damaged when the other chess pieces are slain, and complement each other's weaknesses.

Clockwork King: Moves one hop at a time,acts as a mortar, shooting bombs at the player, so pattern is like:hop, shoot, shoot, shoot, hop, shoot, shoot, shoot.

Clockwork queen: spawns clockwork pawns, and tries to stay between player and king(chess reference!)

Clockwork pawn: Like a pengull  ai-wise, will move in one direction  only unless it can attack something(like the player) or needs to avoid an obstacle like a tree.bonus idea: upon reaching edge of chess biome, will turn into bishop or knight(because castles are too destructive)

 

3. A better "minotaur" boss. Pretty much, designate the "arena" , fitting it to the range of the Dungeon guardian. If the player leaves the Guardian's range, it will hop back, but will also regen hp quickly until player "re-enters" the "arena"

 

4. Make Beefalo spawn in savannas better, I've found massive, beefalo-free savannas, and then I found 5 in a little patch of savanna that didn't even go off the screen.

 

5. Have slurpers respawn/have a herd behavior?

 

6. Make the compass more useful: increase map reveal radius.

 

7. Make animals "tameable"

feed beefalo grass to have them stop aggroing

pigs have a "civilized" mechanic that increases over time as they wear hats, resulting in "civilized" pigs not turning into werepigs or turning into tame werepigs OR just following the player forever.

 

8. Eating raw meat has a chance to make you sick-when sick, sanity may drop, and player may poop for a hunger penalty occasionally..

1. No. The mosaic biome is a great source of free rocks, flint and gold. Makes you build a science and some crockpots the first days without even having to make a pickaxe.

2. Plot wise the King and the Queen are figuratively Maxwell and Charlie so no need to add more gears in the world.

3. It'll already get better with a fast melee attack in the next update.

4. That's intended so if the herd get's slaughtered you'll still have some beefalo left in the small one.

5. No need for that. Hunger Belt can be repaired with sewing kits so there's no need for more slurpers.

6. I'd go with making the map craftable.

7. That would make the game too easy.

8. Eating raw food already drains sanity and...what?

1. Meh I kind of agree I think we need to add the ability to adjust the area of biomes in the world.

 

2. Idk if i like pawns but the clockwork king and queen don't really fit considering the king and queen of the DS world are Charlie and Maxwell.

 

3. Ya the Minotaur is a kind of anti-climactic boss fight given all the buildup.

 

4. I kind of dissapprove of the large empty biomes.

 

5. I agree entirely.

 

6. Maybe we could do that and have it reveal all oceans after the bulk of land had been discovered (I hate empty map parts due to OCD)

 

7. I like it for pigs but I think feeding beefalo should just heal them.

 

8. Nobody eats raw meat in this game with fire being so easy to have.

 

 

8. Nobody eats raw meat in this game with fire being so easy to have.

What I meant was a complicated method to get the player sick and have diarrhea...if raw meat doesn't sound like something to get the player sick, i guess spoiled food would work, except there are some characters that don't eat spoiled food... 

 

 

2. Idk if i like pawns but the clockwork king and queen don't really fit considering the king and queen of the DS world are Charlie and Maxwell.

 

 

That's according to the fanbase of Don't starve. I am fine with your opinion...maybe Klei could make a clockwork DLC-10/10 will buy

 

 

2. Plot wise the King and the Queen are figuratively Maxwell and Charlie so no need to add more gears in the world.

 

Who said the drops had to be gears...maybe yes, but think of the POTENTIAL...I don't really know...actually...maybe a mortar tower thing for people to screw around with...who knows?

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