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Scaling Health suggestion


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So as most of you know by now, quite a few creatures in DST got their health dramatically increased from the original game. This makes the battles kind of unnecessarily hard and/or long cough Deerclops cough ahem if you're out traveling alone or just don't have anyone with you to help. Maybe make it so that when one of these monsters spawns, it calculates how many players are on the server at the moment and then gets a certain amount of health relative to the amount of players? For example, a Dragonfly with one player on the server could have their original 2750 HP, with 2 players it could have something like 5000, with 3, 7500, etcetera.

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The problem with this I see is that it's possible to circumvent - when deerclops announces his arrival, everybody except one player leaves, waits till deerclops spawns, then rejoins. Deerclops will have low HP, but more people will be fighting him.

Better idea might be to have his maxHP dynamic - whenever a player leaves his maxHP and HP lowers, new HP would have the same percent ratio of maxHP as the old HP of old maxHP.

I like that idea, it's like something Killing Floor did. There are, of course, limitations - what about the servers that can hold 20 or more people? There's also the problem that people away from the "main" base will hinder everyone else. Then again, that's precisely what ghosts do, so I suppose that's not a unique problem.

I suggest a cap on how far HP can go up regardless. Capping it off at 8-10 people seems like a good choice, since I doubt any more people than that would inhabit one single base. I could be wrong, but the point is to stop bosses such as the deerclops from having way too much HP when not too many people are actually fighting it.

26 minutes ago, GangStarrWoWp said:

Stop trying to make the game easier, it's already too easy.

Actually, I believe this would be quite helpful. Half the time my server is empty besides me, and I really don't feel up to fighting twice-the-HP deerclops by myself. Not that it's hard, but it's time consuming and annoying, wheras in the base game you could flatten him out lickety split. This would also help with the dragonfly, and could very easily be accomplished as every time a player disconnects/connects she could do her cowardly "Fly upwards and respawn" routine so it wouldn't be the same ol 27500 HP v.s. Wilson and 27500 HP v.s. 30 willows with thulecite gear. It'd actually make the game harder if each player added, say, 1000 HP to the monster's base health. And I'm talking about bosses here, not random spiders with 4,060 HP.

It's fine as it is (with the exception of rock lobsters, does anyone actually fight those?), if anything it encourages players to explore new methods to bring them down in the multiplayer environment when co-op with other players isn't an option (dragging any of the giants to the ever-present Dragonfly is the biggest get-out-of-jail free card there is for example). 

6 hours ago, Jebidijed said:

So I just found out that the Varg in DST now has 1800, just 200 short of Deerclops' health in the original Don't Starve. Because that's fun and totally rewarding, obviously.

Both DST Varg and Ewecus are very difficult to take down alone, you're supposed to use team work. That's my only issue with the hps, DST assumes you have a friend with you all the time which is just not the case, especially when you're hunting.

My girlfriend and I just passed day 450 in our current DST world and we have yet to find an Ewecus for some reason. We've found at least 7 Vargs but the Ewecus refuses to show up, shouldn't it have the same probability of showing as the Varg?

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