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Wargs part of Hound Attacks - multiplayer balance idea included OPTION 4


Should Wargs accompany Hounds during a Hound Attack?  

343 members have voted

  1. 1. Yes or No?

    • Yes
      240
    • No
      103


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I want Warg to stay where he is as the possible monster at the end of the trail. He would become rather boring if I saw him all the time, and more hounds aren't fun. Really I would be throwing more and more tooth traps down, which would result in micromanaging.

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I want Warg to stay where he is as the possible monster at the end of the trail. He would become rather boring if I saw him all the time, and more hounds aren't fun. Really I would be throwing more and more tooth traps down, which would result in micromanaging.

Wargs will still be found at the end of a trail. Personally I hardly ever go trail finding. But I love this addition to the game so I'll start hunting more :)

Wargs accompanying hounds won't spawn more hounds in a hound attack. They will only spawn hounds when you find one at the end of the trail. We could compensate by maybe replacing 1 hound for every Warg. With a total of max 2 Wargs spawning after day 100.

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Wargs will still be found at the end of a trail. Personally I hardly ever go trail finding. But I love this addition to the game so I'll start hunting more :-)

Wargs accompanying hounds won't spawn more hounds in a hound attack. They will only spawn hounds when you find one at the end of the trail. We could compensate by maybe replacing 1 hound for every Warg. With a total of max 2 Wargs spawning after day 100.

 

I would personnaly make wargs appear after day 100 and cap at day 200+. It's ok as it is for the hound waves, I would add the additional difficulty only in late game, when hounds have already capped in number (which they do on day 100).

 

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I would personnaly make wargs appear after day 100 and cap at day 200+. It's ok as it is for the hound waves, I would add the additional difficulty only in late game, when hounds have already capped in number (which they do on day 100).

Good idea. That should balance things out some more. I like :)

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I honestly think the biggest issue for good players in Don't Starve is that the AI sucks at specialisation. There are only a handful of ways to utilise the mechanics provided in the game, but there isn't a counter-play for every hand you draw. 

 

It's not that the game lacks 'content', it's that stuff like Giants, Hounds attacks, and Krampus lack proper AI to counter-play the different styles.

 

Here's how it goes:

>Camp ---> Giants

>Hoard ---> Krampus

>Roam ---> Hounds

 

But, herein is the issue too:

>Giants ---> Immensely hard to 1vs1 but easy to dodge, and have terrible priorities (and, in most situations, a lack of priorities all together besides disappearing)

>Krampus ---> Wants to punch-on instead of being an infiltrator, and is pretty slow at doing anything + is impossible to spawn

>Hounds ---> Only a bother if you're standing still. When roaming, can provoke aggro unto any mob in the game (similar to Killer Bees) or simply out-run using walking stick or roads. If camping, Hounds are immensely easy to deal with using traps - and aren't that much of a challenge anyway if you're patient and Don't Panic.

 

See the issue? The hard-counters (rock/paper/scissors) to play styles is in shambles and the game is far too predictable. 

 

Also, as someone else pointed out, post day-150, all of these creatures lose value. The attainment of armour, ranged weaponry, and traps makes all creatures in the game irrelevant to surviving - the only factor remaining in creatures being 'mistakes', but that's a silly concept to rely on and only encourages gratuitous conservationism - which only leaves the Environment to deal with the player--except that, once again, items prevail the wild and its Melbourne Weather.

 

I do think the game has had a lot of thought put into killing the player prior to all items being attained, but to rely on the player to make mistakes post attaining all items makes the game a constant state of personal-paranoia that only leaves an unpleasant serve of bitterness in one's self whilst getting very little out of the game. There is no real enjoyment in a game post day-200, and I often see others trying to impose self-challenges just so they don't get to that point (nothing more disheartening than getting to day-500 and wondering if thy should play another game whilst DS slowly becomes fresh again).

 

So, I do think the state of Hard-Counters should be strongly considered as a resting point for late-game challenge.     

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No they don't now (and I find it cool that the days don't !), so the waves would still be a pain in the bottom. 

 

Hmmm, I used the teleportato right after Giant Steps was released to enjoy the new content with my prebuilt items and Houndius Shootius, and the hounds did reset for me.

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Starts back at day one or do you only mean starts back the hound waves ? (sorry to insist, though  :wilsondisapproving:

 

Restart at day one, if you over the mouse above the day/night cycle, it will write ''World 2''. Then since it's day one in world 2, the hound waves reset as well, starting from 2 hounds on day 6-12 and scaling up as usual.

 

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NO, JUST WHY, OH GOD PLEASE NO.

The first time I met the Warg, I wanted to die. A giant wolf? A FREAKING GIANT WOLF THAT CAN SPAWN HOUNDS? Even worse, he had gotten into my base and I couldn't move him with all of my armour in my chest. A couple of seconds later and I was killed by the hounds running out of nowhere to greet me with a devilish smile... Who ever thought that that was a good idea should be lightly slapped. I could accept the Wargs that couldn't spawn hounds during the hound raids, but if they did... oh boy.

Haha!

Have no fear mate. I don't intend for Wargs to spawn hounds during a hound attack. That would be evil and sadistic.

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I say make it work like this:

 

Day 30-50: One Warg.

 

Day 51-70: Two Wargs.

 

Day 71-80: Three Wargs.

 

Day 80-99: Four Wargs.

 

Day 100-Ad infinium: Five Wargs.

OMG, man, one varg after 100 day can be harder than giants

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I say make it work like this:

 

Day 30-50: One Warg.

 

Day 51-70: Two Wargs.

 

Day 71-80: Three Wargs.

 

Day 80-99: Four Wargs.

 

Day 100-Ad infinium: Five Wargs.

That seems crazy overkill, surviving past day 100 would be nearly impossible. If you are on default hounds settings they attack pretty often by day 100, so unless you have like 100 log suits and spears/tentacle spikes, good luck. Even then, you would eventually die even with armor. Each warg has 600 health and does 50 damage so....

 

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Wow. 5 Wargs at day 100? You sure?

 

Not quite, I barely restrained myself from suggesting ten.

But really, by day 100, you'll have a million tooth traps anyway. Some of the Wargs can possibly get through them and the Hound Attack will be more than "Hide in the Traps and wait for them to die".

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