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Klei Bug Tracker

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Hot Lava Bug Reporter

Everything posted by WoodieMain45684

  1. I also think it needs some serious loot buffing, the amount of effort it takes any player, new or old, to obtain them is quite large compared to the amount of effort put forth to simply obtain the items themselves. I think the biggest issue is what exactly CAN be loot that's worth the amount of time spent and not be disrupting the balance of the game?
  2. Orange gems appear to be about displacement, the staff displaces you, the amulet displaces other items, the deserter displaces the player over long distances if multiple ppl use it. This would mean the deserter follows the same theme if it were to pick up items and deliver them to the player because it is displacing them. Besides, klei can probably do whatever they want with the thing, or give another item this function. I only suggested it because it's killing two birds with one stone. 1) Solo Lazy Deserter Usage. 2) Faster way to harvest and pickup so that less time is spent holding space. The lazy deserter is acquired in the later-game (summer in normal play). So having a building to harvest grass and/or pick up logs will only improve the QOL of the player and not infringe upon the survival of first setting up.
  3. Suggestion for QOL update: On top of teleporting in multiplayer play, it could do this if one person is using it. It could save a lot of time spent just holding space. Recording #28.mp4
  4. This is from personal experience, but I rarely experience this whenever I turn branches to least. I don't like it when the biomes criss-cross over like this either, so I tend to play with branches toned down. It may make your world more likely to donut, but it's something I prefer to what's shown in the picture.
  5. One thing that we had to make sure of in UM is that you can't cheese the fight by getting Klaus low, then killing the deer, then killing him for a free Krampus sack, so in our mod, whenever Klaus enrages it resets his health to full. This actually becomes quite interesting because players have a few options in how they want to fight enraged Klaus: First: They could get him to second phase, then kill the deer, and fight enraged Klaus with the chomp attack for 10,000 health. Or.... Secondly: They could enrage him in first phase, meaning you have to go through more health overall (15,000 counting reviving), but less health in which enraged Klaus has the chomp attack (5,000). It is just a neat principle and I wonder if klei would do something similar if he does get special loot. What would you guys prefer? The first method, or the second method?
  6. Woodie+Wicker for native stone fruit speedrunning
  7. I feel like the entirety of the ROT content aside from the islands are designed to aid in creating a unique journey for players to experience at sea, and that the devs are expecting the player to spend a LONG time at sea while journeying to the lunar island, pearl's island, and possibly other islands in the future. But the issue is, the area between these islands and the mainland is typically so small that making a boat is often less preferable to just spending a mountain of wood on making a bridge to get to the locations. The mechanics being released (fishing, barnacles, the sharks, the dishes made at sea) are designed for longer voyages in which simply gathering honey hams and bacon and eggs at the mainland won't be good enough, you'd need to gather food along the way. When in practice, it's better to avoid these mechanics and refer to the systems that we have been abusing. In a way, ROT content *feels* like its designed to be played with little exposure to existing mechanics and food sources on the mainland as possible. Though this goes only for the major systems like boating, fishing, treasure finding, etc. Speaking of treasure finding.... why go through a mountain of quests, wood, silk, time, and patience to possibly get a limited number of ruins tier gear when you can rush the ruins and get a practically unlimited amount of ruins tier gear. (Basically, the treasure chests are kinda bad, might wanna consider a better loot table, not to mention the limited number of them is a mega downer.) However, I wouldn't say that ROT updates have made 0 impact though, for example: Lobster Bisque as an alternative to Pierogi. Glass cutters axes as an alternative to weather pains VS Toadstool. Depending on character choice, glass cutters vs any shadow boss. The leafy meat recipes.
  8. Or be used alongside the Morning Star..... (Strategizing Commencing)
  9. Isn't this threat a suggestion for forumites? Does it belong in suggestions and feedback?
  10. Woodie's downsides in human form are enough, for now. Especially compared to other characters. Woodie has to either go in the caves or prep around every single full moon for the entirety of the game. If anything happens to occur like a hound attack or a boss it'll take a dump on you even more because of were-creatures' inability to do things like healing or possibly not getting the best creature for the situation. This could also consume a sizable portion of extra hunger if you do not plan around it. Woodie getting more treeguards is a downside and upside, but whenever you have enough living logs to sustain you. It's a downside because it forces you to spend time pacifying, killing, or throwing the treeguard on something else. A downside should be measured by the amount of time and effort taken to negate it. Woodie takes a decent portion of planning and time, and scaling up with the lategame, even more time to deal with his downsides. After all, in human form he's basically just Wilson with increased lumberjacking skills and an unbreakable axe. (Even though this particular skill WILL be outclassed by EVERY other character in the lategame using any sizable boss.) Compare this to characters like Winona, who takes a small amount of extra hunger every once in a while to craft as a downside, yet can reliably automate soloing ALL of the bosses in the game. Or WX-78 whose downside is going to be negated anyways because most optimal playing players are going to refrain from being wet regardless of character choice, and can use gears for absurd healing, and as for newbies, the wetness damage is so small that eating their meatballs will heal off the damage. Or Maxwell who may have lower max health, but takes the same amount of healing and armor that a Wilson would need. Maxwell doesn't use any more time negating his downside than Wilson negating nothing. From a time consuming standpoint, Woodie already has enough downside in human form to equate to his lumberjack abilities. IF you think that the forms themselves are not costly enough, may I direct you to Uncompromising Mode. The sanity hit from the idols and being in were-form are a severe downside when the modded insanity begins to hit. Not to mention idols in general are harder to get because of most creatures like spiders drop monster morsels instead of monster meat. As well as hoard mobs being harder to farm with weremoose, treeguards taking EVEN longer to deal with, and getting wet on water as weregoose, which if left unchecked, will lead to the player freezing to death before they can even get out of weregoose form in some cases.
  11. Having to kite is honestly a more complex way of dealing with a downside than a majority of the characters... Wigfrid can only eat meat, good thing most of the good dishes are meat! Maxwell has low health, good thing this doesn't make armor or healing any less effective! (This is also negated by kiting OMG) WX takes damage while wet, good thing 100% wetness protection is so easy to get! Willow comes with her own teddybear to make dealing with winter easier! (Not that it was a problem to begin with) List continues
  12. I feel like another option should be just optional content or exploration. A lot of the recent things have fallen under this category IMO not necessarily sandbox elements. (Though some like the shells are) I would rather have some more survival elements. Stuff that impacts you no matter where you are at some point in the game.
  13. Don't Starve relies a lot on expectation in it's difficulty, the more you know, the better off you'll do. In order to make the game truly harder, you'll need to make certain things that players rely on less consistent. Essentially, you need to make the player "re-learn" the game each time they play by making certain animals not spawn in the same place or behave in the same way. Certain setpieces not appearing in the same biome; stuff like that.
  14. But there is no harm in making it efficient, especially in the context of buffs. Making Pumpkin Cookies restore more isn't going to make them look any less yummy. Increasing their stats will only appease both parties.
  15. Welcome to Don't Starve! After 7 years since release, Most farmplot based crockpot foods are still not worth it.
  16. When I read the title of the forum post "Exotic Food" I thought it would be ideas for recipes in DST that are made from rarer things. Like Mandrake soup for instance. Not real world dishes, lol.
  17. Warrior Pig Torches and the Moonstone already fills the infinite light source niche, it just forces you to base in a specific location. (Leaving a moon caller's staff in the moon base is free, infinite, large, cold light.) Adding another source would probably just make it more convenient to base in other locations and not lock yourself to one place.
  18. Most of the ideas were hatched on the community discord. Feel free to join and suggest changes and additions! A link can be found in the workshop page.