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  2. I mean, the bullet hell idea is what we both meant, so yeah I agree there. And honestly? Rockjaws are actually really close to being a good creature to fight. They just need to have a longer and more telegraphed stun state after biting so you know to go in and give it hell.
  3. Do you know that he can get buffs along with interesting and cohesive nerfs?? The character is a design mess
  4. Thanks, but for some reason that hasn't worked. ice_den.lua
  5. So I'm still working on that Pizza Tower mod that will add Wurt (and hopefully later more) and I am now at a state where I've finished Wurts part for the intro, have a look if you'd like:
  6. Yesterday
  7. 3 posts have been given warnings or suspensions in this thread. Have fun! Be respectful. Don’t be a jerk. Stay on topic. The guidelines are here if you require further clarification. https://forums.kleientertainment.com/guidelines/
  8. The discussion about difficulty and its scaling is not what I was talking about mike. I am not going to discuss it here, because it will not be a pleasant discussion. not to mention that your suggestion isn't a "scaling" question, it's a difficulty setting, but that's not my point. my point mike is that you completely ignore other peoples point of view and just assume you are correct, as a result you consistently get into arguments, and can get quite rude with it too. I do not personally have a problem with that, I believe being rude is fine so long as you are not actively hostile, but do not act like you are some saint who only argues because everyone else has a problem. You have a problem too.
  9. Hey everybody! Before we get to our first proper content update we have two more important "Launch Feedback" updates planned. We have one update coming next week and another will follow shortly behind that. The first update addresses two things we want to improve: We want to reward player creativity, but currently that creativity is restricted by your equipment's Attack and Defense values. Early game gear becomes obsolete too quickly, and players cannot take their favourite equipment along with them. Previous changes to make upgrading simpler removed some of the aspirational loot collecting that many players enjoy. Coming Next Week To help address these, we will be adding the ability to upgrade equipment even further than their natural levels, by collecting Ingots. Through these Ingots, you will be able to upgrade the stats of your equipment so you can continue using your Yammo's Noggin-Padder well into the higher Frenzies of The Molded Grave for those heavily boosted Focus damage Cannon blasts. This new upgrade system will apply to all equipment going forward. This will naturally include a few balance changes to account for the fact that all equipment will be viable at end-game, with a focus on maintaining fun and variety. We know that Ingots will not yet fully satisfy the loot-chasing desires of our players (or ourselves!) so know that we continue to think deeply about the different roles that different types of loot will play in Rotwood as we progress through Early Access. Lastly, we will also be including a few Quality of Life upgrades: for example, the ability to check the status of your Masteries during a run. Thank you for playing, and thank you for your feedback!
  10. For people who missed the stream- further armor and weapon upgrades are coming next week. You will be able to upgrade starter stuff to be on par with later-game equipment with new special resource
  11. I also think the body slot should be split in a backpack slot and a clothing/armor slot. I see how this was a good idea for balance back in the days of Don't Starve, where there weren't that much items. But in DST it leads to not using body clothings ever, as no one want to wander around without a backpack. And I don't see any challenge in dropping the backpack for armor, as fights are always very local. I really don't know, why some people would like to keep this. I think DST could take a different direction here and there than the original game. Btw: I've never used this mod, as I don't like mods which change something in the game (gameplay wise). But I would love to have a solution for this in the game (also for Geometric Placement and a temperature display in the hud, as this would also be important for console players).
  12. People want the hamlet and shipwrecked worlds in base DST. The problem is more than 2 shards is alot more taxing on servers So what if we could replace the ROG surface/caves with SW/Hamlet. Along with that turn the single player boats into RoT boats. Yes theres a few issues that would appear, namely with: the bosses from the unpicked shards, integration of the shadow and lunar end end-games, and SW's volcano. As for the resources form the unpicked that could easily be done by making special crafting station what would alot the transmutation of one shards resources into a different shards resources. These could be in place of the seaworthy/skyworthy for instance. Then again I don't know what's possible, which only klei really has an idea of.
  13. I think rather than a 20% spawn chance for tentacles it can be a guaranteed tentacle every five hits, and its durability could be increased just to 300.
  14. I like the new equipment that you have come up with for the most part, but the way it is procured is not my favorite. I'm also not sure if it is thematically appropriate. Wortox isn't exactly depicted as an artificer. I haven't put a lot of thought into individual traits for Wortox, but something that might work for his skill tree is to have a branch that benefits his consumption and exploitation of souls and another branch that benefits the releasing of souls and have the two trees mutually exclusive. The idea being you would need to pick between being Wortox trying to maintain his kind nature or his further corruption. The kind nature branch could give bonuses to the number of souls Wortox can hold, introduce secondary buffs to releasing them, or reduce (not eliminate) his regular food penalties. The corruption skill tree could give bonuses to the hunger gained by eating souls, reducing or eliminating the sanity penalty for eating souls, augmenting his soul hop ability, or giving him additional ways to utilize souls.
  15. I would just like to suggest a thermal stone twitch drop skin. As we have a lot of skins related to Charlie's roses, I believe that a thermal rose stone would be really cool, especially as it would change the color of the rose with different temperatures.
  16. Who is this "WX87"? I'm only familiar with the survivor designated as "WX-78". Jokes aside, I like your creativity with these ideas. My favorite suggestion of yours would be the loose wires trait. I don't see the need for the damage to scale with multiple circuits used though. I think it should just match the existing elictric multiplier in the game. If there were a benefit of stacking circuits, it could be every 3rd attack/2nd attack/every attack gets the electric modification provided the damage taken threshold is met. I'm not sure how necessary the robot army tree is since any character can already repair broken clockworks in the ruins to get mech chess piece followers. Overall, I think you have some good ideas.
  17. This is the exact thing I’m talking about though.. you only see things one way. But now, let me flip the script- Why does it matter to or concern you AT ALL who chooses to play their game with 40% reduced damage toggled on or 40% more damage toggled on? It doesn’t concern you and it never has… the only time it WOULD concern you is if your in the hosts world playing under their settings (or join the Klei server playing by those rules idk how that stuff works.) Why would you care who picks Wolfgang to instantly cut a bosses health points down to half or who picks Wes to drag the fight out for even longer? Why Would you care at all who chooses to to enable RoG content or play worlds with it disabled? you don’t, you won’t.. and it doesn’t concern you. But by not having options for it DOES concern me or the people I’m trying to play with.
  18. I think upping the thulecite club durability to 400 with no other changes is fine. I think, with the recommended change, the niche it would fill would still be very narrow with all of the other weapon options out there. The ruins crafting requirement is a major downside for the tclub, since weapons are usually the thing you use durability on the fastest. Extra durability would help alleviate but not solve that problem. For me, a change like this would not alter the way I play (very rarely use tclubs), maybe for others it would have a bigger impact and incentivise their use more. Personally, I mostly use clubs as a budget prewinter cane if I get one from AG loot.
  19. Suddenly, after JoeW's post, everyone wants to appear like they are the most polite person on the forum. I'm just waiting for a controversial topic to be created to see if they continue like this.
  20. mike my guy this is violently hypocritical, i'm not trying to be rude when I say this, but it IS hypocritical to say "I don't understand why people fight and argue, except me, I am correct to fight and argue because I am right about wanting things to be more flexible and cater to multiple demographics, and people who disagree with me are wrong" Do you understand why this is hypocritical? you aren't inherently right, others opinions have equal weight to yours, even if their opinion is "incorrect" I already saw the big thread with the back and forth on this topic, and honestly it's an old and boring discussion. my two cents is "I don't want scaling" you can provide 50 arguments on why you want it, but your entire argument is "I want scaling" and that's fine that you disagree with me, but just know, that's all your doing, disagreeing with me. you're not any more correct than I am, even if your answer is more accommodating, I don't WANT the game to be accommodating. so when you say THIS: understand that it applies to EVERYONE who argues with you. you only see things from your perspective. you can't see it from mine, and honestly when I argue with you, you never try to understand the other persons point of view. TLDR: sometimes I am toxic when I argue, but you are toxic too mike. you get too heated when you argue, and you always assume you are correct.
  21. I never understand why people fight and argue on these forums. I understand why “I” do it, and that is because certain groups of players feel the game should be one way and their way is the correct way. But I only argue with such people because I have always felt that DST should be flexible. It shouldn’t be a game targeted at one group or skill level, it shouldn’t have just one way of playing in one type of game mode, it is by all means- A franchise that can cater to multiple demographics of players. Now what do I mean by that? Well.. has anyone ever played State of Decay 2? Well to be more exact- have you ever played SoD 2 with it’s adjustable difficulty level changes? See on default mode, vehicles are plentiful, they have a full tank of gas and are in great condition, lootable locations are bursting with resources, etc.. However on a harder difficulty mode- Vehicles are few and hard to find, they’ll be busted down worn out and low or out of gas needing repairs and gas, most buildings will be emptied to simulate other survivors have already been through and looted the area. This is the kind of differences between difficulty changes that by all means DST could and SHOULD have.. It frustrates me beyond belief when Klei releases a content update and at first it’s truly uncompromising, it’s difficult, it’s frustrating and it’s in Klei & this communities words “over-tuned” what happens is Klei ends up Nerfing the high heck out of it and then the feature that I enjoyed for being more punishing, is made universally more forgiving across all game modes. But then when I look in world Gen settings there are toggles for things like choosing how fast or if a resource has a regrowth stage to it at all… I probably shouldn’t have to explain how this shares the same similarities with State of Decay 2 and how playing on a different game mode setting could and should change the games behavior.. I only fight and argue with this community because they only see things ONE WAY.. But that is not and has never been my mindset, Let the megabasers have their indestructible self repairing building structures or “bug-begone” repellants. My only questions to Klei is why should All game modes/difficulty settings have them? When I look at dst I see a game where (depending on which character you pick) gameplay and how you’ll play changes. Wortox can not be healed from eating food items, Wigfrid can not eat butterflies for easy healing methods.. Wormwood can’t heal from eating healing foods, only healing items can do that.. etc. But why is this experience tied exclusively to what character I pick to play as? Maybe I want to for example: Play as Wendy but with Wormwoods downside of only being able to heal using the healing tab of items?? I know most you people skim over my posts and don’t truly read them, but hopefully after I’ve taken the time to type out these long posts.. someone somewhere is reading them and they’ll hopefully with any luck make a difference. Even if the Devs at Klei won’t listen, I’m sure there’s someone who’ll read this and think to themselves “I’m gonna make a game similar to Dont Starve, but I’m going to make it as flexible and enjoyable to the players as that one crazy forum lunatic who’s name escapes me at the moment kept telling the entire world DS/DST should’ve been!”
  22. Im pretty sure this things meant to be used in tandom with a sunfish. •Instantly stops freezeing unless youre standing deadcenter, and even then, will insta warm you the second you step away •Lasts longer from the freeze bonus (although i will admit this is hear-say i heard here on the forums, tho since the bearger pack affects them, im willing to beleive) •Melts any icebergs in the way Heres like a minute showing it off on a farm that takes advantage of the ice eye thingy The frozen brightshade will prevent others from spawning on the farm and grass.
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