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Adding a button to Randomize all world settings


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Hey people of the don't starve together world. Wouldn't it be awesome if there was one button to randomize all of the world settings upon creation? In my opinion, it would be awesome to have random settings that you wouldn't know about until you actually survive (or not survive) in that randomized world. 
Just imagine clicking that random button and then living in a world with LOTS of spiders, deerclops, dragonfly, frog rain, the list goes on and on. It shouldn't be too hard to implement that random button. 

Heck, how 'bout that for the singleplayer, too?  I would probably die instantly, but it'd be fun finding out (or seeing if you stay alive long enough TO find out) what the settings for everything were.  It'd be cool to just go bing! and everything's random instead of having to pick the option for every single thing seperately.

Utter chaos, but cool.  And I've done the "set everything to 'lots' and then question one's real-life sanity" thing, so I'd totally be up to try the random deal.

...Notorious

Totally. I've tried modifying the chaos-mode thing by doing "only" more on everything, and I didn't see much of a difference.

It also occurs to me (belatedly) that you might not want to completely randomise EVERYTHING...a world with absolutely no flint, grass, twigs or trees wouldn't be very liveable.  Removing other things would make it so you "just" have to use nothing but the level-0 tech*, have to go completely vegetarian/carnivore, can never make anything magical or get cool rare items, etc. but with no means to make a _fire_ ?  Yeah, Queen Charlie ain't gonna let you off THAT easily.

...Notorious

Feels like the most interesting form of randomness would get eaten up by this feature.

  • Everyone has a 'sweet spot' of challenge for any given game (at their current skill level.)
  • If it's too hard, it's frustrating.
  • If it's too easy, it's boring.
  • In the middle, it's juuuust right.

True randomness would end up randomly landing outside the fun sweet spot most of the time.

Controlled randomness is what we have now, but certainly we could have a slider for just how random that controlled randomness is.  Essentially you could pick "How Random?" and select a "How Difficult?", and the game would randomize a set of settings intended to be suited to that skill level.

So several worlds balanced for normal difficulty might have all sorts of weird randomized traits.  You might have a milder winter (where freezing is less of a problem) where Hound attacks are frequent.  You might get an extra cold winter where food is unusually abundant. Spiders might be giant spiders (25% fewer spiders, 25% more HP, cannot be trapped).  So some of these things are just randomizing the existing settings (more deerclops, but more abundant saplings) and some are new settings, but they all try to hit the difficulty that you've selected (instead of randomizing that too.)

14 minutes ago, Axehilt said:

Feels like the most interesting form of randomness would get eaten up by this feature.

  • Everyone has a 'sweet spot' of challenge for any given game (at their current skill level.)
  • If it's too hard, it's frustrating.
  • If it's too easy, it's boring.
  • In the middle, it's juuuust right.

True randomness would end up randomly landing outside the fun sweet spot most of the time.

Controlled randomness is what we have now, but certainly we could have a slider for just how random that controlled randomness is.  Essentially you could pick "How Random?" and select a "How Difficult?", and the game would randomize a set of settings intended to be suited to that skill level.

So several worlds balanced for normal difficulty might have all sorts of weird randomized traits.  You might have a milder winter (where freezing is less of a problem) where Hound attacks are frequent.  You might get an extra cold winter where food is unusually abundant. Spiders might be giant spiders (25% fewer spiders, 25% more HP, cannot be trapped).  So some of these things are just randomizing the existing settings (more deerclops, but more abundant saplings) and some are new settings, but they all try to hit the difficulty that you've selected (instead of randomizing that too.)

I like what you are saying here. It would more or less fix my MacTusk problem. I never set winter to random in fear of getting the very short one... Admit the deerclops is the most climatic giant. Subjective, I know, but the appearance of all others, maybe sparing the bearger, is more comical while it technically ought to be scary. For instance vargs look too much like Pumba for me. But I digress. The options you described sound fun.

32 minutes ago, Axehilt said:

snip(controlled and true randomness)

I agree fully. I'd love to get super mild seasons but horribly deadly monsters.. Actually, you could do that a little already with temperature tuner and mobs tweaker mods... hm.

3 hours ago, engiSonic said:

I agree fully. I'd love to get super mild seasons but horribly deadly monsters.. Actually, you could do that a little already with temperature tuner and mobs tweaker mods... hm.

Yeah I think that'd be interesting too.  

You'd need a visual difference (different colored monster, or bigger) to let you know it's not the same mob.  That way you retain players' mastery over the old mobs, and let them develop mastery over the new mobs (oh, the red spiders require twice as many hits.)  But as long as you did something, it would be an interesting way to mix up the challenge.

Can't go too far in that direction though, since as a combat game DST isn't exactly at its most interesting. Your options in combat, and the resulting depth that can happen, are pretty shallow compared with games where combat is really a focus.  But of course that's fine, since there is a lot more to surviving PVE than just combat.

When kiting and tanking gets boring... more wicked creative methods are conceived. Like elaborate traps. I know your train of thought though. And new mobs should look different. Even if they are just the same meshes with a colour filtre added.

I would love to have the options more "narrowed down". Like,

Reeds: More of them, but only in swamps.
Chesspieces: Still only found in the marble/chess area, but more of them.

Imagine finding a HUGE pig village!

In short: More things, but just where they are supposed to be.

18 minutes ago, thesamon said:

I would love to have the options more "narrowed down". Like,

Reeds: More of them, but only in swamps.
Chesspieces: Still only found in the marble/chess area, but more of them.

Imagine finding a HUGE pig village!

In short: More things, but just where they are supposed to be.

Reeds only spawn in Swamps. Does it change if you set it to more/lots or somethin'?

 

Edit: This is why you read the fine print first. 

On 25.5.2016 at 2:12 AM, Arlesienne said:

I like what you are saying here. It would more or less fix my MacTusk problem. I never set winter to random in fear of getting the very short one... Admit the deerclops is the most climatic giant. Subjective, I know, but the appearance of all others, maybe sparing the bearger, is more comical while it technically ought to be scary. For instance vargs look too much like Pumba for me. But I digress. The options you described sound fun.

Can't unsee this.

Its worse than Bearger's "O ****" look while dying

(looks at picture) How Not to Be Seen. :p

EXACTLY, thesamon!  One thing that always bugged me about the times I tried a "total chaos" world was how tentacles would pop up out of rock and tumbleweeds were everywhere.  A "more but only in their correct biome(s)" option would be perfect.

...Notorious

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