licet_insanire

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About licet_insanire

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  1. wouldn't it be cool if not just the crystals of the third phase, but also the spikes of the second phase dropped moon shards? I'd love to use this boss to get moon shards just as I use the iron hulk to get rocks and flints in abundance. I'd also love some way to move the summons of the two versions of the new boss to somewhere else for decoration (of course with a statue-like speed penalty)
  2. I really like the idea, it could make for a nice Easter egg. However, I wouldn’t want the sketch to be consumed: this way, I could only use this perk to assemble the skeleton for the fw fight, but not to get a forest stalker in the surface to get wood. I think losing the sketch with each assembling would be too high a price for its benefit.
  3. Oh, this makes sense: after regenerating my hamlet world, I got a new volcano map. Weirdly though, the day count was only 50-100 days lower than the sw day count, so at the time i didn’t associare it to me regenerating hamlet
  4. I have a feeling that actually Gestalts could be Them, or in any case that They could be more related to gestalts than to shadow creatures: this chain of updates is called Return of Them, and it's when Gestalts were introduced. I wouldn't exclude that Gestalts came to the world before the survivors (except Maxwell, who talks about Them in adventure mode, meaning that maybe he was already on the throne by the time they left), and then went away, but now are back because of reasons that hopefully we'll see when the update chain reaches its end.
  5. I thought easter was supposed to be a happy festivity, why do you want feral rabbits?
  6. Yes, you can rest assured that by using the teleportation in survival your shipwrecked and hamlet worlds will be unaffected. Another thing that you may be interested in is that when you reset a world, it will start again from day 1: for instance, I once reset my hamlet world to get a royal sceptre, jewelled truffle, etc for collection purposes, and despite thinking I may end up in the middle of the first super long aporkalypse, since the world was at day 1 it was temperate season, bat waves had very few bats and everything was normal.
  7. sometimes they take a little while to show up and at the beginning you only have the bulb
  8. I like this idea! Actually, I think it may even be viable for exploration (at the expense of a lot of sanity, probably), if you keep crafting new balloons. I love it! #2ndwesrework XD
  9. I really like Klei's ideas for Wes and despite the stat nerfs, I think he's a more interesting character to try out now. I love the new speedy balloon and how it can be used to signal your position on the map for a while. I am not actually sure how useful that could be, since if I understood correctly, it only lasts 10 seconds, and a map can be so big that while you search for a balloon a friend has dropped (this, assuming your friend has dropped it), the balloon might disappear without you finding Wes, but it is still a nice Easter egg. Anyway, what I would like to suggest is completely unrelated from this. Wes now attracts hounds from other players, and it got me thinking: what if Wes were able to also ensure that Deerclops and Bearger spawn on him during winter and autumn? It would fit the theme of Wes being plagued by misfortune, which we saw in the new short, and gameplay-wise, it would make sense to have a skilled Wes, so that when the time for boss spawns comes, the rest of the team can safely stay in base, without the risk of a new player not knowing about Deerclops' threat and causing base destruction due to that. Instead, if the Wes is not confident in their ability to bring down Deerclops alone, other characters could go with him to help, leaving the inexperienced ones at the base, but at the same time being sure that the boss spawns next to Wes. This concept could be expanded even more if the aggro priority were transferred to raid bosses too, in which case, as long as a Wes is on screen, the boss would ignore all other players and focus exclusively on Wes until he dies. Stated like this, it actually leaves space for a loophole, where any Wes would be able to run in circles around Klaus and his deers, without the boss ever being able to catch up to him (at least in its first phase), and the other players getting free hits. The same could possibly happen to Dragonfly, if Wes used a speedy balloon, a magi and a road. But this wasn't how I actually imagined it, and to fix it, Wes could have aggro priority as long as he has hit the boss during the last few seconds (e.g. if Wes hits the boss at least once in the last 5 seconds, the boss ignores other players attacking it and focuses on Wes). This may make kiting in multiplayer much easier, because the boss would keep solid aggro on the Wes and the rest of the team could keep hitting. Then, of course you'd want that Wes to be as heavily protected as possible, ideally with several bone armors to switch between. In this case Wes would really become a team asset: not in the way that Wigfrid and Warly do, as buffers, but as a manager that allows the team to stress less during the fight. Wes also had aggro priority in the Forge, and while Woodie was generally preferred, I always thought that was an interesting perk and I'd love to see it again in Survival, even if reworked to fit the different kind of experience that Survival is. Opinions and other suggestions are of course welcome
  10. I think it would be a pity to limit the possibility of the ancient kiln as an upgraded crockpot to just a skin of the regular crockpot, but yes, to get a skin like that from a puzzle would be nice too
  11. No worries, i wasn’t serious: I don’t actually want the seed, I’m not ready to abandon my current world. It was just an expression of envy XD But thanks for the thought!
  12. I've been getting rid of the splumonkey pods in my ruins by setting them on fire, and I've noticed that while they do burn, and leave behind one ash, while they burn I can stand right against the burning structure without taking fire damage, and if I put a sign as close to it as possible, it never catches fire. I haven't checked if in winter it protects me from freezing, but in summer it doesn't cause me to overheat.
  13. I forgot to mention that now I have 2k hours in DST and I’m more strict with myself about using rollbacks. As BeeClops said they’re a very good tool to learn how to play; back in the days when I was too scared to fight even a measly spider and I was experimenting with my first solo world, the name I chose was “Rollback and me”, and I still remember what my base looked like in there. there, at my own pace, at some point I decided to “graduate”, and now I have a similar tale to that of ArubaroBeefalo’s, where I also deleted a world because, after rolling back three times for my own recklessness, I felt that run was now irremediably dirty. But I already had more than 1500 hours at that point
  14. Yesterday night I rolled back three times because, in the ruins, after burning the splumonkey pods I forgot where they were placed/I was interrupted by an earth quake/that stupid depth worm decided to shift its attention from the splumonkeys to me. I am trying to eradicate the ruins from all the monkeys by blocking their spawn points with signs in a 3x3 arrangement, and I want to do it well, so like other people, for building or the like I contemplate rolling back. Experiments are also another thing I roll back for, but only if, before starting the experiment, I say "if it goes wrong I'll roll back". If I don't consider that it may go wrong and it does, rolling back makes me feel terribly guilty. Instead, I don't roll back for boss fights: I know I will kill the boss eventually, so if I'm inexperienced in the fight, I think it's only fair to give the boss the satisfaction of smacking me before, even if I'm spending expensive armour, like thulecite suits.