InfectedAsylum Posted November 7, 2014 Share Posted November 7, 2014 Bug Submission: Category: Gameplay Issue Title: Sleep darts do not put other players to sleep Issue Description: (This might be intended) Sleep darts do not put other players to sleep. Steps to Reproduce: 1.) Start up a server (With PvP enabled) 2.) Have another player join 3.) Spawn in or make sleep darts 4.) Attack player with them Link to comment Share on other sites More sharing options...
XirmiX Posted November 7, 2014 Share Posted November 7, 2014 I think this would be extremely OP in PvP situation, where people fight against each other. Put your enemy's character to sleep and bam, you can strike them with whatever you want. Exactly what does the sleep dart do to a player that's been hit by it? Does the player lose some health or does nothing happen? Link to comment Share on other sites More sharing options...
osmRhodey Posted November 7, 2014 Share Posted November 7, 2014 I think this would be extremely OP in PvP situation, where people fight against each other. Put your enemy's character to sleep and bam, you can strike them with whatever you want. Exactly what does the sleep dart do to a player that's been hit by it? Does the player lose some health or does nothing happen? Seeing as sleep darts actually don't do any damage I can't see it affecting the person and instead just becoming a waste of a blow dart. Maybe as a fix to have it work in PVP it would just require more shots or if they were put to sleep the other person could struggle to wake up the character by trying to force movement. Thus, if it takes more, it's harder to knock them out. Or if they can break free from the sleep then you can possibly save yourself from imminent death. Link to comment Share on other sites More sharing options...
XirmiX Posted November 7, 2014 Share Posted November 7, 2014 Seeing as sleep darts actually don't do any damage I can't see it affecting the person and instead just becoming a waste of a blow dart. Maybe as a fix to have it work in PVP it would just require more shots or if they were put to sleep the other person could struggle to wake up the character by trying to force movement. Thus, if it takes more, it's harder to knock them out. Or if they can break free from the sleep then you can possibly save yourself from imminent death. It doesn't make a waste of a blow dart, but a waste of a sleep dart I don't think that even with a lot of sleep darts to make a player go to sleep would be much of a nerf, as the sleep darts are quite easy to craft in mid-game. While playing in DST, mainly with just another player, I was able to make 2 fire darts and... 6 sleep darts. Killing bees and farming crows isn't too hard, once you have a bird trap and you go to get yourself stuff for making a bee box. Link to comment Share on other sites More sharing options...
Shirsh Posted November 7, 2014 Share Posted November 7, 2014 Maybe it should slowdown player a bit instead of sleep Link to comment Share on other sites More sharing options...
Clwnbaby Posted November 8, 2014 Share Posted November 8, 2014 How many times did you hit him with a dart? Maybe players are like certain enemies in that they need more than 1 dart to take effect. Examples: Deerclops(or any Giant from RoG)=5, Ancient Guardian= 3, Krampus= 3, Mac Tusk= 2 Link to comment Share on other sites More sharing options...
rezecib Posted November 8, 2014 Share Posted November 8, 2014 @Clwnbaby I don't think so, players don't have a sleeper component, which is what sleep darts interact with. Edit: Clwnbaby pointed out that pan flutes work, so I looked at those, and sleep darts could definitely be easily modified to use the same code: if inst ~= musician and inst:HasTag("player") then inst:PushEvent("knockedout") endSo if we change this function in blowdart.lua:local function sleepattack(inst, attacker, target) if target.components.sleeper and not (inst.components.freezable and inst.components.freezable:IsFrozen() ) then target.SoundEmitter:PlaySound("dontstarve/wilson/blowdart_impact_sleep") target.components.sleeper:AddSleepiness(1, 15) if target.components.combat then target.components.combat:SuggestTarget(attacker) end if target.sg and not target.sg:HasStateTag("sleeping") and target.sg.sg.states.hit then target.sg:GoToState("hit") end endendTo this:local function sleepattack(inst, attacker, target) if target.components.sleeper and not (inst.components.freezable and inst.components.freezable:IsFrozen() ) then target.SoundEmitter:PlaySound("dontstarve/wilson/blowdart_impact_sleep") target.components.sleeper:AddSleepiness(1, 15) if target.components.combat then target.components.combat:SuggestTarget(attacker) end if target.sg and not target.sg:HasStateTag("sleeping") and target.sg.sg.states.hit then target.sg:GoToState("hit") end end if target:HasTag("player") then target:PushEvent("knockedout") endendThat should do it. But then again, maybe a different system should be employed... Also of note is that sleepytime stories doesn't work. It should probably have the same system as the pan flute, although in my opinion neither should work unless PvP is enabled. Link to comment Share on other sites More sharing options...
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