Theukon-dos

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Everything posted by Theukon-dos

  1. >No good mods in the last 2 years >Uncompromising mode, Feast and Famine, Most of Hornet's mods, ect. I mean you're still not entirely wrong. But you do get a diamond in the rough every now and then.
  2. I know just saying "Add X mod to the game" is generally considered poor practice, but I can't think of any better rework for him than what @Toros gave him. Steam Workshop::Wolfgang: Stranger Newer Powers (steamcommunity.com) No nerfs to his damage output, reasonable nerfs to health and sanity, an actually interesting downside that makes insanity a proper threat to him, and new strongman-themed utilities? Bloody hell, it's perfect, I'd say.
  3. I do agree that the "Learning Wall" is an important part of the game. But at the same time, Klei has said that they've been moving away from the "Uncompromising" aspect of the original game. So if the game was built to be uncompromising, and the devs are removing that aspect. Then what else can and should be removed? I also disagree that the setpieces would be like your analogy. While we can't really say for sure without an actual system like this being implimented into the game (which, last I checked, Set pieces are an absolute pain to work with). When other games use such a system, it generally feels less like a tutorial and more like a discovery. Finding a mechanic or structure that I didn't know existed and thinking "I can do that?" In addition, The original game and RoG actually does this already; just to a much lesser degree. In those games, you can find set pieces with an ice box, a chest, and a thermometer. The chest contains items for surviving winter (or summer in the desert), and opening it has a large chance of instantly turning the season too winter. Now, these set pieces where cut from DST for... obvious reasons. But the spirit's still there. A set piece with specifically designed to teach players how to survive a season.
  4. If you've been active on these forums, you probably know there's 2 distinct types of users. The "Veteran" Players, who bought into the game for it's self-proclaimed "Uncompromising survival experience", and are often off-put by recent additions making the game "easier" in their eyes. And the "Casual" players, who bought into the game for a fun time with friends or it's survival/sandbox aspects. These players are generally happy with new content; whatever it may be; and are often opposed to new content making the game "harder". Often citing new players who would get overwhelmed if the game was made any more difficult. As one might expect, these two groups of players often but heads with each other, and belive it or not, Have been going at it for nearly 9 years. However, I belive that it could be possible to make both parties happy (generally speaking, some people are never satisfied). Both making the game more casual/new player friendly, while also adding the potential to add more content to make the game more difficult. How could this happen you may ask? Well it's simple. Fix the difficulty curve. 1. What is a "Difficulty curve"? Before we begin, I need to address 2 things. First, While I am trying to be un-biased as possible in this essay. I would generally side myself with the "Veterans" in topics like these. I'm definitly not good enough to be considered one myself. But I do appreciate the game for it's difficulty over the survival-sandbox aspects. Second, I want to establish what exactly a "difficulty curve" is. I'm sure most people reading this know, but for those who don't, a difficulty curve is, in the simplest terms, the way a game's difficulty progresses as the player's strength and skill increases. As an example, let's look at Hollow Knight. Hollow Knight, as I'm sure you all know, is a Metroidvania that released a few years back. While it is generally considered a rather difficult game, for the purposes of talking about a difficulty curve; it's exactly what we need. When the player is just beginning in Hollow Knight, they only have their nail, and a light understanding of how Platforming works. And the player likely has little idea what they're doing themselves. But the world they explore reflects this. Enemies are generally slow and only take a few hits to put down. And the bosses you fight are sluggish and easy to read. Then, as the player descends deeper into Hallownest, they get stronger. They find charms and spells, upgrades to their damage, health, and SOUL, and gain the ability to Dash and Wall jump. The player's likely also gotten better aswell. They're more comfortable with the controls, and have better sense for when to heal and dodge. But, the world also gets tougher. Enemies have more health and more advanced attacking patterns, and the bosses they encounter are much faster and more aggressive than the bosses they've fought before. And finally, at the end of the game, you've found most of the charms, have fully upgraded your nail, and upgraded your spells. And the player's gotten better at dodging, moving, reacting, and everything else they need. And likewise, the enemies and bosses are the strongest they've been. As seen hear, As the player explores the Kingdom of Hallownest, not only do they get better at the game, but they also get stronger, and bosses get harder. The difficulty curves with the player's abilities. 2. How does this apply to Don't Starve? Now, DST is an interesting case. Because it doesn't really have a learning curve. It has a a learning wall. Not only is the player thrown into the world with absolutely 0 guidance, but there arn't any particularly "safe" zones. There are a couple items that the player has to delve into the depths of the ruins to obtain. But generally speaking, The world and player strength is going to remain largely static between the end of autumn and the end of summer. Now, this isn't a problem in and of itself. It was a very deliberate design choice that was made to amplify the feeling of being in a mysterious new world, all on your own, just you vs. The Environment. What is a problem, however, is that Don't Starve Together isn't Don't Starve. Klei knows and has said that they wanted to move away from the original game's Uncompromising-ness. Just being a social game instead of a solo one already makes things much less dreary, so there's no point in trying to keep what doesn't work. On top of that, an odd design choice is that nearly the entirety of the game's difficulty is from this learning curve. Things like making food, dealing with seasons, making tools and armor, are all pretty easy to do. It's just learning what to do in the first place that makes them seem difficult. Heck, even combat is pretty easy once you know how many times you have to hit something. 3. Why should the learning curve be softened? As I said before, I think that softening the learning curve would benefit just about the entirety of the community. For new players, the benefits are self-explanatory. A softer learning curve means that they'll actually be able to learn how to play the game without referencing tutorials or the wiki. For "Veteran" players, Klei not having to worry about new players being overwhelmed means that they're free to add content that's "Harder", or to adjust previous content. If players know how to get food, Klei can nerf the more broken sources like Monster Meat. If players know how to deal with weather, then more seasonal dangers could be added. And for Casual players, a softer learning curve could result in more options opening up for the sandbox part of survival/sandbox. More dangers mean more rewards, many of which could be fantastic for base building. 4. How should the learning curve be softened? Now, I'm not going to pretend that I'm a game developer. However, I'm also not going to raise a problem without giving some possible solutions. So take all of these with a grain of salt. 1. Actually convey information to the player. This game. Is absolutely *terrible* about telling players what things do. Sure, most of the time you can figure it out. But who actually figured out that you can feed caged birds meat to get eggs? I checked the quotes, the only characters who even imply that birds turn meat into eggs are Wagstaff and Warly. Small steps have been made in this direction. Particularly with the cook book. But there are still sooooo many things that the player may never figure out how to use without help on the Wiki. 2. Additional character quotes. This one is simple, Add additional quotes that show up when inspecting an object that help convey what an object does and how effective it is. Things that I'd say should have quotes like this are >Insulation >Damage >Highest stat on a food >How high that stat is So really just general information. Now, this may seem out there. However, this is actually already used in the game. For whatever reason, inspecting broken clockwork piles in the ruins will have characters comment about how the piles are fixable. This and the ability to repair walls are, as far as I know, the only instance where the game goes out of it's way to give the player information, and it's glorious. 3. Set pieces. Probably one of the best ways to teach the player things without holding telling them anything. I'd suggest a series of common set pieces be added that teach the player things that would help them. Some of these set pieces could be. >A crock pot and fridge with the ingredients to make a basic recipe inside of them, such as meatballs, trail mix, or taffy. These ingredients wouldn't spoil until the fridge is interacted with. >A chest and a bird cage holding a starving bird. The chest beside it would have some spoiling meat; teaching the player that eggs can be made and are always fresh. >Summer and Winter set pieces with items that are useful in those temperatures, and a broken thermometer that always displays the temperature those items are useful in. 5. Conclusion. While obviously not everyone can be happy. I do belive that softening the learning curve would greatly benefit the longevity and playability of the game. Even if the devs don't do anything outside of softening the curve, that's still many more new players who will pick up and stay with the game.
  5. Name one reason to make fish tacos over Fish Sticks. 'Nuff said.
  6. Large meats are extremely easy to farm. Just off the top my head; an early-game player can get them by >Killing pigs >Killing Werepigs >Killing Tallbirds >Killing Volt Goats >Killing Koalaphants >Killing Beefalo >Killing Catcoons. And on top of that; as has already been pointed out; When comparing the hunger to meatballs, you also need to keep in mind what you're loosing with the filler. If you have 3 berries, then the net-gain on meatballs is going to be comically low. And if you use anything as filling as a carrot; you're only going to be breaking even on hunger. Meaty Stew, meanwhile, has a 200% hunger return on the meat you put into it. If you use ice, you are literally doubling the efficiency of your ingredients. Slightly more than that, actually, due to the health and sanity bonus.
  7. Oh wow, an 8-and-a-half year old thread that hasn't been archived. Am I a bit of a cur for necroing such a long-dead thread? Maybe, but it's still facinating to see how the fandom's evolved and changed over nearly a decade. And my impression is... It hasn't changed at all. Nearly a decade in, and we're still arguing over whether the game's too easy or not. (Well, arguing about the sequel/spinoff being too easy atleast). Never change Klei forums. Never change. But in regards to the actual topic at hand (From a much later perspective), It's honestly hard to say if the game got harder or not as the years went by. Sure, tons of seasonal and survival challenges where added. But so where things meant to counter-act those challenges, such as magic; more food sources, ect. It really is quite the debate.
  8. Hiya. Warly main here. Let's go through this list, shall we? You really shouldn't be using these dishes as your sole source of warmth in their seasons. They're best used in situations where you want to stay stable, but can't use other heating/cooling items. Such as boss fights or while on the ocean. The Cordon Bleu doesn't use an inventory spot. You could just use an eyebrella, but then you can't use a football helmet, miner's helmet, ect. Admitedly a bit niche, but it has it's uses. Didn't Warly come out before a lot of the current "fighting" characters? It's definitly been a couple years atleast. Yeah, this dish is garbage. It's pretty much just a 1-1 port of the sweet potato souffle in Shipwrecked, but that dish was made with Shipwrecked's equivelent of carrots and Birchnuts. Eh. Can't really refute this. Again, those items take up an equipment slot. You can't have a lantern and a pickaxe equiped at the same time. 'Nor a football helmet and a miner hat. Glowberry mouse lets you have a light source, a backpack, a tool/weapon, and a helmet all at the same time. See the Jelly. Well why not just get rid of armor if this is going to be your argument? Ok yeah this is garbage. But I guess if you have the salt then there's no real harm in using it. Honey crystals can be made by day 3-4. They're great while Treeguards are still rare and you don't have acess to any other tree cutters. He has it because otherwise his refined pallet would be insanely easy to cheese. I mean it's already insanely easy to cheese by doubling meaty stew/Bacon and eggs. But it's better than nothing. You're really underselling Warly here. While I would like to see him get a few tweaks, he's a pretty fun and challenging character. As it stands, his only real problem is that none of his perks benefit him specifically. All his dishes can be eaten by other survivors (Save for the ones with their own dietary restrictions). It would be great if he got his SW stat bonuses from food back, or if bonus effects on food lasted longer/where more effective with him.
  9. This scares me. I guess that is fair. Though as I said in my first (Second?) post, most of those are either convenience things or mid-tier items at best. The terra firma tamper is cool, As are the Astral detectors. But that's about it IMO. Alright. And while exploring the surface, I try to pop into any sink holes I find to see what's around them. Or go up any sinkholes I find in the caves to see where they lead. Does that mean the caves and the Surface are the same world?
  10. Ah. Fair point. But even then, what are you looking for out there? On land you've got all the different biomes, set pieces, ect. You can't exactly look for, say, Pig King while on a boat. I didn't say that the crown was a bad reward. But it's in no way worth all the headache you need to go through to get it. Let's just compare the Celestial Champion to the Ancient Fuelwaver. To fight the AF, you have to >Kill the Ancient Guardian for the ancient key. >Repair the Chess pieces and kill them to get a shadow atrium >Find the tentepillar that leads to the atrium. >Kill a difficult boss. And you're rewarded with an upgraded nightmare amulet, a shadow thurible which has a few uses, Bone armor; which is possibly the single most powerful item in the game, and the Ruins get reset making the most powerful gear in the game renewable. To fight CC, you have too: *Deep breath* Go to the ocean. Find the Lunar Biome. Assemble the Altar. Go to the Ruins. Make a Starcaller's staff and deconstruction staff. Complete the Moonstone Event. Disassemble the Mooncaller's staff. Go the the Archives. Turn on the Archives. Do the Minigame for the Astral Detector. Find the Celestial Sanctum with the Astral Detector Find Crabby Hermit's island. Befriend her for Pearl's Pearl. Find CK with the Astral Detector. Kill CK with Pearl's Pearl. Bring all that stuff to the Lunar Island. Activate the Moonstorm event. Do Wagstaff's quest. Kill Queen Bee (Or turn on Winter's Feast) So you can actually get the stuff you need to the Lunar Island without it spoiling. Assemble the lunar collector. Kill a hard boss. And for that. all you get is a ton of moon glass and a shiny crown. Don't you see a bit of a discrepancy there? 1. I wasn't playing when caves where new. So I can't speak for them too much. 2. The ocean isn't new anymore. In six days, Turn of Tides will officially turn 2 years old. If I was making this post 6 months or even 12 months after ToT, then sure. Maybe that would be an argument. But as it stands, There's little to no reason for Oceans to still be in the state they're in. Yes, but the ocean and land areas never interact. You don't cross the land while exploring the ocean the same way you might cross the sahvanna biome on your way to the desert. And if you're exploring the ocean, you don't pop back onto land unless you need to resupply or drop off some items. For all intents and purposes, they're entirely different and segregated areas.
  11. Triple mac tusk is good for farming Lazy explorers, if you're planning to fight AF. And Beefalo are a good source of meat. Beefalo wool is a good for base building and fuel. And Beefalo herds are good for early-mid game hound waves and Frog Rain. and @Sunset Skye is right. Knobly Nuts are more of a reason to re-visit the waterlogged biome compared to even some mainland biomes. The issue is that the ocean as a whole has practically nothing to it's name. If you're exploring the mainland, then there's a variety of biomes that you'll pass through while exploring. And even if there isn't much reason to re-visit most of them, the variety's atleast there. And there's generally something to gain just by passing through them. Sahvannas got a lot of grass and beef. Forests have lots of spiders, along with the occasional grave or pig house. Rock Biomes have gold and tall birds. Ect. Ect. The ocean, on the other hand, has both a noticable gate to explore it in the first place (Lots of wood, plus stuff for sails and anchors if you want to explore at a reasonable rate), and you get barely anything to show for it. 90% of the ocean is comprised of a single biome, which has little more in it than fish and kelp. Barnacles are an average food source. Salt is used for like, 2 things. 3 if you're Warly. The first being a fridge side grade, and the second being a very slow, and honestly kind of expensive method of renewable Theulicite. The lunar island has mid-tier gear at best, I'd say. And stone fruit are nice, but little more than a convinience. Crabby Hermit has some stuff, but gives mostly just more fishing items. Crab King is considered one of the hardest/worst bosses in the game, and his reward is something too expensive to practically use. And then Celestial Champion. Easilly the longest, most drawn-out task list in the game. Gives a glorified mining hat as a reward. I haven't seen a single person consider this a worth-while reward. Compared to how expensive it is to explore and how long it takes to do so, There is very little reward for exploring the open ocean. And what is out there is little more than minor convenience items. Just compare the ocean to the caves. They're almost as desolate as the ocean. But they're free to explore at any time, and have valuable items such as Lightbulbs for lanterns. Glowberries for moggles. Bunnymen, which make for a great food source and mob/boss farmers. The ruins, which have some of the strongest items in the game. Easy early-game living logs in the lunar grotto. and probably more I'm forgetting. Point is, people are so harsh towards the ocean because, for all intents and purposes, it's an entirely new world just like the caves. Yet you can completely ignore it without missing out much on... anything.
  12. While there's nothing wrong with using "off-meta", and Szuku definitly could have been a bit less... Abrasive, about it. If the only good reason to choose one option over another is for Variety's sake, then I feel like there's still a problem to be had.
  13. Personally, I'd rather have entirely new way of getting those sorts of resources at sea instead of just adding transplantable boats and calling it a day. Perhaps some kind of junk net that produces twigs and grass over time, with a small chance to catch other ocean resources.
  14. Probably because it would be hard to give it any uses. Anyways, re-visiting this thread because I had the excellent and very obvious idea of just googling "Fig Pasta". There are actually a lot of recipes, but it seems the most consistant ingredient among them (Other than Figs and Pasta, obviously), is Prosciutto. An Italian cured ham. Hell, going a bit more specific, and here's this fig and Brussel Sprout Rigatoni recipe I found. Rigatoni with Figs & Brussels Sprouts - Love and Lemons
  15. Aaaaand now the entire tri-state area's on the naughty list.
  16. As has been said, it's really just Fig and Rigatoni pasta. I am willing to bet that a nice Goat Cheese would go good with it. Perhaps a dash of mint?
  17. How come Woodie can tell the difference between Mysterious plants and Glowworm lures? but not Wormwood?
  18. Figgy Pudding is an English desert generally served around Christmas. It doesn't actually have any fig, my idea's just a bit of word play.
  19. Look Klei, I love you and all. But come on. You had one job. You added figs. You added recipes for these figs. But you didn't add Figgy Pudding, the food that most people probably think of when you say figs. Never mind the fact that Figgy Pudding doesn't actually have figs in it. Heck, give Sweetish Fish the sweetener value their name suggests, and you could have a pretty good on-the-run sanity option, and maybe even just a good sanity option in general. So maybe like 2 figs, 1 sweetener, 1 filler for 32.5 hunger, 33 sanity, and 5 HP. Unlike the other fig recipes, I could actually see myself making this one. Especially if, As I said, Sweetish Fish are given a sweetener value, thus letting you make this entirely at sea.
  20. A hunter/explorer character could be really fun. He could have perks like a gun or compass, be voiced by a bugle, and maybe take inspiration from stereotypical English explorers. Oh, and he's also a greedy git.