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So, any new content when?


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I want at least during the Halloween event (Since that is kinda a permanent thing you can keep on) all the bosses get a new scary skin and are like three times harder, with sanity just dropping to zero around them, since Halloween is spooky and all. Fuel Weaver could have increased health and attack or something cool like that. I just think this is a cool idea to do..

2 hours ago, JohnWatson said:

.. after 50 days, all turf becomes diseased..

it's not a troll, imagine if the devs added this kind of challenging mechanic that provides players with more intense gaming moments

Diseases for plants occur only in case of transplanted ones. If you'll make that parallel with transplanted turf, most people don't bother transplanting anything, just a small percentage do and only for carpets, marble floor, wood floor and cobblestone - and those have no logic to be diseased because are not "living" in the first place. Making such a mechanic would be a waste of dev's time. Plus don't forget how "welcomed" were diseases for plants - most people that bother with world settings simply deactivate them. And that's why I call dibs on trolling for a "50 days, all turf becomes diseased" - frankly I feel dumb to even argue why such a thing for non-transplanted turf would be utter nonsense and making a steep-learning curve game even harder for majority of casual players while adding almost nothing for experienced ones - and most, again like with plant diseases, would always set it to none from world attributes (or if going with default server settings would not transplant anything as you can survive without any plants in base; not to mention nomad survivalists - once more both for experienced players).

And you peeps wonder why devs seem to ignore suggestion threads..

On 9/16/2018 at 11:24 PM, xxVERSUSxy said:

Diseases for plants occur only in case of transplanted ones. If you'll make that parallel with transplanted turf, most people don't bother transplanting anything, just a small percentage do and only for carpets, marble floor, wood floor and cobblestone - and those have no logic to be diseased because are not "living" in the first place. Making such a mechanic would be a waste of dev's time. Plus don't forget how "welcomed" were diseases for plants - most people that bother with world settings simply deactivate them. And that's why I call dibs on trolling for a "50 days, all turf becomes diseased" - frankly I feel dumb to even argue why such a thing for non-transplanted turf would be utter nonsense and making a steep-learning curve game even harder for majority of casual players while adding almost nothing for experienced ones - and most, again like with plant diseases, would always set it to none from world attributes (or if going with default server settings would not transplant anything as you can survive without any plants in base; not to mention nomad survivalists - once more both for experienced players).

And you peeps wonder why devs seem to ignore suggestion threads..

It doesn't seem like you understand why the implementation of a 'Diseased Turf' mechanic would be beneficial to the longevity of the game. I was probably too vague, so I'm going to elaborate more on this content suggestion of mine. Diseased Turf would look much like regular turf, but with a darker and paler appearance to distinguish it from normal turf. Artificial turf like Wooden Flooring, Scaled Flooring, and Cobblestones are obviously immune to disease because it wouldn't really make a lot of sense otherwise, would it? Of course, only natural turf like Grass, Savanna, Marsh, and Deciduous Turf can be inflicted with disease. Also, they don't need to be 'transplanted' to be able to catch disease. Berry bushes and Saplings become infected with disease when you move them because you introduce new microorganisms to them by touching them all over and they are transferred to an unfamiliar environment which may have foreign parasites that they aren't used to dealing with. Turf, however, is literally on the ground where various animals walk all over them and they get constantly peed, farted, pooped, and seeded on. All of this kind of abuse on anything could easily lead to infection. Every 50 days, some percent of all natural turf in the world will become diseased. The percent of turfs can be adjusted via the world gen settings. Players may freely choose to set the value to Very High, High, Default, Low, or Very Low, which correspond to 75%, 50%, 25%, 20%, and 15% respectively. This lets players adjust the setting according to their playstyle. Diseased Turf will spread to adjacent tiles after some days as long as there's natural turf there. When turf is fully diseased, it would suffer many negative effects. My idea is that Diseased Turf would not grow any plants, spoil dropped food faster, and slow down the player's movement. These make Diseased Turf a tremendous deterrent for players, incentivising them to deal with the problem sooner. When dug up with a pitchfork, Diseased Turf will just drop between 4-6 rot. This introduces a decision opportunity for players, as they may choose to sacrifice turf for rot. Before you say that rot is useless, remember that it's basically a better version of manure because it's more accessible and can fertilise crops just fine, at least the only ones that matter. It's not even going to be a 'waste of dev's time' because the feature isn't too complicated and could easily be programmed, and if one were to have the motivation, it could easily be modded in by one person. I genuinely disagree with your assertion that this adds nothing for experienced players. A huge part of Don't Starve and Don't Starve Together for expert players is the late-game stage of the game. That's when they're self-sustaining and practically have 'beaten' the game. However, there's almost nothing to do after this stage other than to keep building since all of the difficulty is gone. Anything that would come at the player, like Hounds, are now just a mild annoyance. Diseased Turf keeps the late-game active and fun for players by giving them something important and meaningful to do. Imagine hunting down Diseased Turf with your trusty Pitchfork in hand, ready to strike at any piece of unhealthy ground that is contaminating your beloved world. It's not much different to hunting down Koalefants, and I'm sure that's something you enjoy a lot as it has proven to be an engaging experience. How about the intense gaming moments when you're gonna be searching frantically for the last of the Diseased Turf in your world so you may exterminate its kind. And I know you're gonna bring up new players that may not have the skills and experience to tackle this challenge, but statistically speaking, most new players don't usually make it past winter and play on random pubs where late-game doesn't matter. I think this is what Klei Entertainment was trying to achieve with the sinkhole mechanic in A New Reign, but they've realised that many players were resistant to change and so they really watered it down for those kind of people. I hope you've changed your viewpoint and have been convinced to further support the game Don't Starve Together by promoting this Diseased Turf concept.

3 hours ago, JohnWatson said:

..Diseased Turf keeps the late-game active and fun for players by giving them something important and meaningful to do. Imagine hunting down Diseased Turf with your trusty Pitchfork in hand, ready to strike at any piece of unhealthy ground that is contaminating your beloved world. It's not much different to hunting down Koalefants, and I'm sure that's something you enjoy a lot as it has proven to be an engaging experience. How about the intense gaming moments when you're gonna be searching frantically for the last of the Diseased Turf in your world so you may exterminate its kind. ..

Lel!

PS: you sure do like making your TL;DR trololol postings.

On 5. 9. 2018 at 3:49 PM, Lakurius said:

Klei pls gib character rebalance and cool permanent content thx : )

On 6. 9. 2018 at 9:38 PM, Lakurius said:

Ok here:

Character rebalance and new biomes, items and bosses

 

On 13. 9. 2018 at 2:59 PM, Lakurius said:

Um i was talking about character balance and character rebalance IS new content so um n o

On 13. 9. 2018 at 10:37 PM, Lakurius said:

Character rebalance very important tho :)

27 minutes ago, Lakurius said:

How to revive this thread: character rebalance

Pls : )

STOP. Everyone now know you want char rebalance and If I have to freaking remind that again...

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