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A suggestion for the Tell-tale heart as a reviver item and others


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(So I posted this in one of the wikis and thought to post it here to)


 


Tell-tale Heart


 


Spider-kiting's kinda like my past time in DST... it's rather enjoyable though I do believe that this "reviver" should be a little bit harder to make... otherwise, experienced players will feel... bored with this easy life-giver and first-timers would feel less worried about death (like some with DST, and DSTRoG). Probably use the Mosquito's "blood sacks" as one of the ingredients...


Ingredients:


 


4 spider gland (for the 4 chambers of the heart)


 


2 blood sacks (for blood, obviously)


 


6 cut grass (just to make some of the parts out)


 


How's that sound?


Making players go to the swamps to get the blood sacks should provide some level of difficulty to newer players and a little amusing for more experienced players (DEATH BY TENTACLES!!)


Plus it would give the blood sacks a greater purpose. Let's make the newer players experience death from time to time... :3


 


Ghosts (Mob)


 


Also, How about making ghosts (from graves... enemy ghosts) last longer?


 


Just hear me out.


 


So you dig up a grave, a ghost rises, and since they're slow moving, you just run away. You get a fair distance and you think you're in the clear. Now, you die for some reason, and you turn into a ghost yourself, you leave a skeleton and you revive yourself or a friend revives you. the ghost finds your skeleton and... it takes it over, making a walking skeleton... that attacks you... (Wilton, is that you? :3)


 


You kill it, it dies and drops bone shards (DST-RoG) and ashes...


 


That should make dying a more horrible experience for players...


 


 


So I've got more... if you guys like these ideas...


Telltale Heart: While the heart is very easy to make and revive with, the newly-revived player takes a max-health hit which needs to be recovered. The remedy to this (Booster Shot) is already more difficult to make, so the chain of events is not without penalty. Experienced players won't necessarily feel like the Booster Shot is hard, per se, but it is time-consuming and detracts from focusing on gathering other resources. New players should absolutely feel concerned about it, as it's harder to regain that max health while they're busy worrying about not starving, building a base camp, etc. I think the balance between the two is fine at the moment. I only use the TTH in an emergency, and prefer Life Giving Amulets.

 

Ghosts (mob): Not totally sure I understand where you're going here. It sounds like you want a buff/mechanic change to the ghosts that can spawn from graves, but only in the event that someone has:

 

spawned a ghost from a grave

died and left a skeleton

that original ghost finds the skeleton

 

That's a lot of if-then scenarios going into a change. All of which would be completely nullified by any other player, or even a pig, killing the ghost before it reaches the skeleton. In that light, I would disagree that a change is needed to the current grave-ghost mechanics. What if instead, a player ghost haunting a skeleton has a chance to spawn more ghosts or that walking skeleton you mentioned?

Nah.

First off, as it'd make partial sense in Endless as you can revive from the portal but if you want something easier so a friend doesn't have to wait a day it can be useful, yet in Survival Mode it's useful as it's easy to craft and in Wilderness, it's useless.

Making it cost 4 Spider Glands makes players farm spiders which also gives drops like, monster meat and silk both are good but, which can be a deal sometimes. Mosquito Sacks are a 50% drop make it take longer because despite 50% being good, it's not 100%.

 

Second, in most things, ghosts can't posses skeletons. They can posses living things, but not skeletons. How about that ghost will just go around and haunt things, generally living things (such as any mob besides clockworks or anything non-living, but if it can't find those, it'll go away when a target can't be spotted. Also, unlike player ghosts; if a ghost haunts a player, it receives a timer. During that timer the player is possessed, the ghost will start doing random things it did in the past (like build campfires, cook food, etc.). This timer only lasts 60 seconds but hey, 60 seconds is enough time for the ghost to lead you to death.

 

And lastly, killing a skeleton dropping bone shards and ashes makes sense, but this wouldn't kill a ghost. In fact, if it was able to kill a ghost, it'd be from regular attacking. The ghost wouldn't be able to hide without anything to haunt so it'd have to show it's physical form and kill the first player it sees (or posses them).

I apologize for that unclear post about the skeleton. Basically, I would personally want to see an event where any skeleton (from boons or player-death) rise and become a hostile mob, the part about the ghost rising from the grave is just me making a show of that event, though having see a Ghost enter a skeleton and make it rise would make people freak out...

 

Regarding the TTH, I wanted to make a bit of a suggestion to for the ingredients involved... I didn't really get the part about grass being there but I thought that the "blood sack" would have something to do with it... if you could make that a useful item, if not for the TTH, then something worth while from all the trouble it takes to acquire one...

 

Thank you for replying :)

 

by the way, if you could explain why use "grass" as an ingredient for a heart, I would really appreciate it.

Telltale Heart: While the heart is very easy to make and revive with, the newly-revived player takes a max-health hit which needs to be recovered. The remedy to this (Booster Shot) is already more difficult to make, so the chain of events is not without penalty. Experienced players won't necessarily feel like the Booster Shot is hard, per se, but it is time-consuming and detracts from focusing on gathering other resources. New players should absolutely feel concerned about it, as it's harder to regain that max health while they're busy worrying about not starving, building a base camp, etc. I think the balance between the two is fine at the moment.

this. fully agree.. d(^_^)b

 

the heart probably easy enough to make, but the penalty can be really dangerous when you die too often.

and the cost to making it, is not just some grass and gland.

it cost you health and sanity (this could be troubling depends on your situation at the time your friend died)

 

Last night, i played with 5 people.

and 4 of them died because of hound attack.

 

i didn't manage to go back in time to help.

i was on a long journey to gather some reeds from the swamp.

i need 1 and a half day to go back there.

the sanity lost was unbearable.

 

when i arrive, i hurried and create some TTH, the stock that i put in the camp are all used. so i need to make a new one.

The sanity lost from creating that many at once really troublesome.

I got no more spare green mushroom, take flower from our garden, but still low on sanity due to the griever penalty before and creating that many heart at once.

 

if the shadow attack me. we would be done for.

 

so yeah.. with the current consider as a cheap material, it can still gives some challenge depends on the situation.

and i found not that many new comer could create/stock TTH too.

and when they are being revived too much. they would simply die more often.

 

I don't always got the luxury to collect and create that many booster.

and they also having trouble to maintain their own survival..

so yeah.. i guess the current one is already balance as it is.

 

for veteran player it might be too easy, but DST brings so many new comer, so this cheap revival option is quite good actually.

no need to make the game anymore harder than it is for the new comer

I think the devs themselves will have to explain why grass is an ingredient in the TTH =)

 

I agree with you that it would make more sense to use something such as the mosquito/blood sack. I believe the intent was to assist new players with revival though, rather than introduce more strict-realism in revival. I think they were anticipating than new players may not have ever played the original DS or have any idea of the mechanics, and wanted an easier way of not immediately experiencing perma-death.

I see your points... I kinda feel a little sheepish now.

 

My friends and I have been playing DST and DSTRog for a long time... so we haven't really had the chance to die in DST. I play as Wendy (but I don't rely too much on Abigail much mind you) and I basically run my world... and my friends do fine on their own... we even had to make separate bases on each part of the world and designate resources with each other (I got evil flower cultivation)

 

But I'm still adamant about getting a use for the blood sack... it's just too... awesome of a concept that it seems a waste to not use in an item... preferably a magic item...

 

I really want that blood item

 

O_O

I actually totally agree with you... the mosquito sack, as a blood-sack IRL, would make a ton of sense being used as a revival item. Especially in the TTH recipe since heart&blood go together. Perhaps instead of the TTH recipe being changed, maybe the Booster Shot? Or, perhaps another health-regen recipe involving the mosquito sack? I'd like to see more uses for it also.

I apologize for that unclear post about the skeleton. Basically, I would personally want to see an event where any skeleton (from boons or player-death) rise and become a hostile mob, the part about the ghost rising from the grave is just me making a show of that event, though having see a Ghost enter a skeleton and make it rise would make people freak out...

 

That's the thing. I've seen only one DS mod do this and still that has flaws in ways. But generally, I think a boon attack would be annoying because that means you have to around the map constantly looking for skeletons and destroying them. It'd be cool as a Halloween Easter egg but that was 2 months ago.

 

Regarding the TTH, I wanted to make a bit of a suggestion to for the ingredients involved... I didn't really get the part about grass being there but I thought that the "blood sack" would have something to do with it... if you could make that a useful item, if not for the TTH, then something worth while from all the trouble it takes to acquire one...

Here's the thing: Mosquitoes are annoying to fight early game or without a bug net. The bloodsack is like an easier to get version of a spider gland (given you have the right materials with it. The entire thing of Grass being part of the recipe is to have it feel well, easy and makeshift. Yeah, 40 health is a big number anytime, even when suppressing that with armor/armour (providing both versions of spelling it :D) it still takes some sanity. Which will be a given hardship eventually.

 

by the way, if you could explain why use "grass" as an ingredient for a heart, I would really appreciate it.

The same reason why Wilson's hair is made of wood. (No, I'm not lying on that, Seth has confirmed it on the last Rhymes w/ devs stream). 

I see your points... I kinda feel a little sheepish now.

actually i like your idea tho.

but new comer usually died on the first 5 or 10 days. so it will be really difficult for them if the cost to craft revival item is too hard.

and the max health penalty is already quite a punishment

 

for casual player, it will be a bit more fun if you can revive your friends easily enough while learning how the game work.

prob the dev team doesn't want to scare off the new comer

 

My friends and I have been playing DST and DSTRog for a long time... so we haven't really had the chance to die in DST

open the server to public, and name it beginner server or new comer welcome or something like that

 

hope it bring up many new comer and put you and your friend a bit more challenge d(^_^)b

 

Tell-tale Heart   Spider-kiting's kinda like my past time in DST... it's rather enjoyable though I do believe that this "reviver" should be a little bit harder to make... otherwise, experienced players will feel... bored with this easy life-giver and first-timers would feel less worried about death (like some with DST, and DSTRoG). Probably use the Mosquito's "blood sacks" as one of the ingredients... Ingredients:   4 spider gland (for the 4 chambers of the heart)   2 blood sacks (for blood, obviously)   6 cut grass (just to make some of the parts out)   How's that sound? Making players go to the swamps to get the blood sacks should provide some level of difficulty to newer players and a little amusing for more experienced players (DEATH BY TENTACLES!!) Plus it would give the blood sacks a greater purpose. Let's make the newer players experience death from time to time... :3

 

+1

 

It seems that grass is needed to do a rope (see icon of TTH), so it should be an element of TTH.

 

You might be right when say that it's probably for new comers in order to make game a litlle bit easier.

 

 

It seems that grass is needed to do a rope (see icon of TTH), so it should be an element of TTH.

 

Yeah, you're right...

 

So... you can make a rope (for the TTH) but need a science machine to build... well... rope...

 

O_O

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