Mudley Posted March 26, 2016 Share Posted March 26, 2016 But, here goes nothing... I think the walking cane should have durability. Ok, hear me out here. I know that it's the holy grail of the game, everyone loves that thing, I love that thing, it's a really good item, and that's the reason. It's a really good item that has no durability what so ever, hell, you can even attack with it, and while the damage is basically nothing(17), it is still more powerful than a weaponless punch(10), for a item that has no durability. Link to comment Share on other sites More sharing options...
GangStarrWoWp Posted March 26, 2016 Share Posted March 26, 2016 I agree, either have durability on the cane or make another use for the walrus tusks (yes you can make a beefalo brush with it in DST but that's useless). It sucks to have chests full of walrus tusks and nothing to use them for. Link to comment Share on other sites More sharing options...
Dragara Posted March 26, 2016 Share Posted March 26, 2016 Admittedly I'm too spoiled to be outright in favor of durability on the Walking Cane, but I'm all for more uses for the Walrus Tusk. For example, I see no reason why it couldn't be carved into a comb that would provide a small sanity boost when used by the player (and would have durability). And SW has a crown made of Hound Teeth, so Walrus Tusks could also be made into a similar crown or, say, a necklace (would work like an amulet of some sort, not sure what the purpose would be). And of course there's always room for more weapons, and there are plenty of ways that a tusk could be weaponized. Link to comment Share on other sites More sharing options...
Serph Posted March 26, 2016 Share Posted March 26, 2016 Durability wouldn't make sense. It's not clothes so it can't "melt away" after X days and if you give it limited hits then people simply won't attack with it. Giving Walrus tusk more uses wouldn't change the fact that Cane is still amazingg and everyone would pick it over any other option. DST actually gives you a reason to have more than one cane and i never seen a server with +6 players carrying one. Link to comment Share on other sites More sharing options...
Sportsman180 Posted March 26, 2016 Share Posted March 26, 2016 I disagree entirely. Because you can only get it in one season and the Walrus has to be found and killed and the drop is not guaranteed. Link to comment Share on other sites More sharing options...
Hezel Posted March 26, 2016 Share Posted March 26, 2016 If you think something is too strong, chances are you just don't know how to exploit it to it's full potential. Link to comment Share on other sites More sharing options...
Mudley Posted March 26, 2016 Author Share Posted March 26, 2016 9 minutes ago, Serph said: Durability wouldn't make sense. It's not clothes so it can't "melt away" after X days and if you give it limited hits then people simply won't attack with it. Giving Walrus tusk more uses wouldn't change the fact that Cane is still amazingg and everyone would pick it over any other option. DST actually gives you a reason to have more than one cane and i never seen a server with +6 players carrying one. Almost everything that the player crafts "melt away" in the game. The fact that it's "amazingg" is the reason why it should have durability. Most of public servers with +6 players can't even survive a week without tons of mods that make the game easier, I don't think they should count as an argument. 9 minutes ago, Sportsman180 said: I disagree entirely. Because you can only get it in one season and the Walrus has to be found and killed and the drop is not guaranteed. Walrus can be killed very easily if the player know what they are doing, and they respawn relatively quickly. 5 minutes ago, Hezel said: If you think something is too strong, chances are you just don't know how to exploit it to it's full potential. Yes, I have "exploited" the item to its full potential, that's why I started this topic. Link to comment Share on other sites More sharing options...
Serph Posted March 26, 2016 Share Posted March 26, 2016 Just now, Mudley said: Almost everything that the player crafts "melt away" in the game. The fact that it's "amazingg" is the reason why it should have durability. Most of public servers with +6 players can't even survive a week without tons of mods that make the game easier, I don't think they should count as an argument. -No, it doesn't, only clothes and umbrelas do. Cane is neither. -Krampus Sack is "amazingg". Should it have durability too? Cane was always amazing, i don't see why it's suddendly a problem in DST. -Do you have factual data to back that up? If most pubs can't go past first week why do you want to nerf cane lol. Link to comment Share on other sites More sharing options...
Celophone Posted March 26, 2016 Share Posted March 26, 2016 Oh yeah, durability is totally fine. So long as it lasts as long as a powdercake. Link to comment Share on other sites More sharing options...
Mudley Posted March 26, 2016 Author Share Posted March 26, 2016 10 minutes ago, Serph said: -No, it doesn't, only clothes and umbrelas do. Cane is neither. -Krampus Sack is "amazingg". Should it have durability too? Cane was always amazing, i don't see why it's suddendly a problem in DST. -Do you have factual data to back that up? If most pubs can't go past first week why do you want to nerf cane lol. I said "melt away" in the sense of being used, and being a passive item(such as umbrellas and clothes), wearing it counts as being used. The Krampus Sack is a backpack item that has 1% chance to drop, you are comparing apples to oranges. Just browse the servers, most don't only are choke-full of mods, but some even increase resource quantity. Link to comment Share on other sites More sharing options...
GangStarrWoWp Posted March 26, 2016 Share Posted March 26, 2016 20 minutes ago, Serph said: -No, it doesn't, only clothes and umbrelas do. Cane is neither. The Morning Star is a weapon and it loses durability only when equipped, no-matter if you're attacking with it or not. Link to comment Share on other sites More sharing options...
GangStarrWoWp Posted March 26, 2016 Share Posted March 26, 2016 They could easily make it so that the Cane would lose 1% of its durability after every "x" amount of steps taken. Link to comment Share on other sites More sharing options...
Serph Posted March 26, 2016 Share Posted March 26, 2016 1 minute ago, GangStarrWoWp said: The Morning Star is a weapon and it loses durability only when equipped, no-matter if you're attacking with it or not. Of course there are exceptions. Morning Star is a light source, it has a timer the same way torch does. 3 minutes ago, Mudley said: I said "melt away" in the sense of being used, and being a passive item(such as umbrellas and clothes), wearing it counts as being used. The Krampus Sack is a backpack item that has 1% chance to drop, you are comparing apples to oranges. Just browse the servers, most don't only are choke-full of mods, but some even increase resource quantity. I won't argue anymore but can you at at least answer me why this is a "problem" now? Cane always had infinite durability since vanilla and nobody never complained. Link to comment Share on other sites More sharing options...
Mudley Posted March 26, 2016 Author Share Posted March 26, 2016 Just now, Serph said: Of course there are exceptions. Morning Star is a light source, it has a timer the same way torch does. I won't argue anymore but can you at at least answer me why this is a "problem" now? Cane always had infinite durability since vanilla and nobody never complained. Not as much as a problem as it is a way too good of a item that never needs to be replaced, in my opinion it creates too much of a comfort zone, in a game that should have none. Link to comment Share on other sites More sharing options...
TemporaryMan Posted March 26, 2016 Share Posted March 26, 2016 Except it does need to be replaced if you use it to make a telelocator staff, although even that gives a speed bonus forever as long as you don't teleport anywhere. Meanwhile, scale armor, thulecite armor and life giving amulets can give sanity regeneration without any durability loss if you don't use them in combat. Ice boxes, crock pots and lightning rods last forever. (Or approximately 12 days, until some random shows up with a torch and hammer.) Tentacles and merm houses don't respawn, so it's possible to create a comfort zone in the swamp by wiping them out. Twig farms never need fertilizer. Mole farms don't even require traps. There are some things in the game that will convey a nearly-permanent advantage if you work to earn them. If you don't like it, you're welcome to make a mod to add a finiteuses component to canes and anything else you want. Most of us think it ain't broke. 1 hour ago, Mudley said: Just browse the servers, most don't only are choke-full of mods, but some even increase resource quantity. So true. I was just on one earlier that had tumbleweeds and reeds in every biome, and started everyone with 5 gold, 20 wood, 20 rocks, 20 flint, 20 grass, 20 twigs... I almost felt there wasn't any point playing. But there's a difference between an earned advantage, such as the cane, and a world with so many unearned advantages that I feel like there's no need to do anything. The servers I usually visit aren't like that, but they've been full or mid-winter every time I looked in the past month. Link to comment Share on other sites More sharing options...
Michi01 Posted March 26, 2016 Share Posted March 26, 2016 Give the cane durability for like twenty days, but let the lazy explorer be like it is so people can get a cane that lasts infinitely after they did some ruins exploration. Link to comment Share on other sites More sharing options...
Flare2V Posted March 27, 2016 Share Posted March 27, 2016 Please don't. Requiring the cane to be repaired/replaced over time just adds more senseless grind. It doesn't trivialize survival in any way (it actually adds another dynamic to inventory/tool/weapon management) which generally means it doesn't need any balance tweaks as of right now. Link to comment Share on other sites More sharing options...
CheeseburgerCockatoo Posted March 27, 2016 Share Posted March 27, 2016 5 hours ago, Michi01 said: Give the cane durability for like twenty days, but let the lazy explorer be like it is so people can get a cane that lasts infinitely after they did some ruins exploration. +420 to this Link to comment Share on other sites More sharing options...
Serph Posted March 27, 2016 Share Posted March 27, 2016 3 hours ago, Flare2V said: Please don't. Requiring the cane to be repaired/replaced over time just adds more senseless grind. It doesn't trivialize survival in any way (it actually adds another dynamic to inventory/tool/weapon management) which generally means it doesn't need any balance tweaks as of right now. All of this. Same reason i dislike DST Thermal Stone durability, all it does is add pointless extra grinding by mining 4 more boulders / wasting sewing kits. Link to comment Share on other sites More sharing options...
Mezukie Posted March 27, 2016 Share Posted March 27, 2016 I wouldn't really mind either way. While I have used the walking cane and love it for how useful it is and how it helps me get a lot done I still wouldn't mind it having durability. Then again I think Don't starve together is more relaxed than Don't starve in my opinion and focuses more on helping each other. The game is easy once you have knowledge. which applies to the walking cane. If you can take out MacTusk in the first winter because of what you know, a walking cane is easy to make but if someone doesn't know then they may see the walking cane as more of a 'prize' for going to the length of figuring out how to take the mob down to try and get the tusk. But there may be ways around the durability if it's implemented in, like the Thermal stone which you can have at 100% throughout winter and only have go down once you put it away for summer. I'm really surprised no one brought it up in Don't Starve that it didn't have durability and more so that it was in Don't starve together since I find it to be more towards being easier to new people. Link to comment Share on other sites More sharing options...
mathem99 Posted March 27, 2016 Share Posted March 27, 2016 14 hours ago, Mudley said: But, here goes nothing... I think the walking cane should have durability. Welp time to gather an angry mob! Link to comment Share on other sites More sharing options...
1v0 Posted March 27, 2016 Share Posted March 27, 2016 Adding durability naaaaa im against that but maybe making it able to break like - if you die 2 times with it in your inventory it breaks . Link to comment Share on other sites More sharing options...
Bahlsen Posted March 27, 2016 Share Posted March 27, 2016 It's by far my favorite item in the game, I always settle near mctusks just for the cane, hunting them regularly at day 21, 24...When I have mine, my biggest pleasure is to keep hunting them to make canes for other players. So do you really want to inflict this upon me ?? But seriously, I wouldn't be against a durability. Link to comment Share on other sites More sharing options...
Maslak Posted March 27, 2016 Share Posted March 27, 2016 This would suck. Thermal stone durablity sucks a ****. Just why?! Link to comment Share on other sites More sharing options...
unitato Posted March 28, 2016 Share Posted March 28, 2016 If you didnt get a chance to stockpile tusks in winter, then after your cane durability runs out there is no more cane until you reach winter again. If they make it last til winter, then you dont really need the durability in the first place. If they put a durability in place, it will probably be just spring if you constantly use it, and you are without a cane for 2 seasons. Link to comment Share on other sites More sharing options...
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