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    • JoeW

      Support Email Error (Zendesk)   08/12/2019

      We are migrating to a new customer support ticketing system (desk.com) and unfortunately while moving over our old tickets the new system (Zendesk) sent an auto reply to "new users". We weren't aware this would happen and so and email was sent out in error. You do not need to create an account and you can ignore the email entirely. You can find more info about this over on our forums here: https://forums.kleientertainment.com/forums/topic/110413-zendesk/ Sorry for the confusion

Boomsl0l

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About Boomsl0l

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  1. Difficulty in DST

    Thanks for the permission, doc.
  2. Difficulty in DST

    Honestly I'm not a fan of RNG 99.9% of the time, but in this instance it could be a pretty idea good to make food farms less reliable by giving it a chance to be corrupt and gradually increasing the chance it will be corrupt as the world gets older. It fits in with the lore of the game when you think about it as well... The forces of darkness gets stronger and stronger until eventually you're overwhelmed either by manifestations itself or a depleting food source... That sense of inevitability is actually kind of appealing to me.
  3. Difficulty in DST

    Dunno I feel like they can do some simple things to make the game a bit harder. An example would be to make Charlie one-hit-kill you regardless of HP and armor, that's an example of something that both newbies and veterans alike have to be mindful of, and helps prevent the feeling that once you survive the year you're invincible. I've played with a mod that does this and every time it turns to night I'm practically pooing bricks just incase I haven't been managing my resources good enough. And I'm sorry (this isn't directed at anyone in particular, but it's a mindset that I've seen floating around survival games in general, and especially DS), but I really don't think Klei should be balancing the game around new players. They need to think of ways that punishes both types of players and gives them the sense that theres always a danger present. If you lack knowledge or skill then you deserve to die, it's that simple. Get better and learn more, or fall behind and perish; it's the very essence of a survival game and survival of the fittest.
  4. So I was thinking about how set bonuses could be fit into the game to add more uniqueness and require you to put some thought in what equipment you're using. The best thing we have right now to equipment customization is marble armor = tanking, log suits = kiting, nightmare armor = i'm already insane so what the heck etc. What if using different combinations of equipment gave you bonuses. So for example, using the Thulecite Crown, Thulecite Suit and a Thulecite Club all at the same time gave you a little radiation of light (or a darkness-light kind of like the night-light). The bonuses could obviously be more or less extreme, I'm just thinking off the top of my head and I'm trying to encourage discussion. It also doesn't have to be for combat purposes only... what if equipping a grass suit and a straw hat simultaneously camouflaged you from grass geckos so you can ambush them (or something else like clip their tail). This example in particular would give players incentive to use the grass suit and straw hat more often. I don't think I've ever seen anybody use a grass suit unless they're rushing clockworks on day 2 and don't want to wait for a science machine (or wicker) to craft a log suit, same for straw hat. Now this is going to be hard to balance and definitely needs to be well-thought out, but it can add a lot of strategy to play styles and team play. It's also nice to add more customisation. Wolf might actually have to think about which weapon to use rather than just stock-piling 50+ dark swords P.S forgot to mention that there are obviously some problems with this, the biggest one being that there isn't an equipment counterpart for every item (no nightmare helmet to go with the nightmare armor etc... idk how else to word this sorry lol) I posted this thread on suggestions too, but it's also fitting to put this on the discussion forum... so we can discuss
  5. So I was thinking about how set bonuses could be fit into the game to add more uniqueness and require you to put some thought in what equipment you're using. The best thing we have right now to equipment customization is marble armor = tanking, log suits = kiting, nightmare armor = i'm already insane so what the heck etc. What if using different combinations of equipment gave you bonuses. So for example, using the Thulecite Crown, Thulecite Suit and a Thulecite Club all at the same time gave you a little radiation of light (or a darkness-light kind of like the night-light). The bonuses could obviously be more or less extreme, I'm just thinking off the top of my head and I'm trying to encourage discussion. It also doesn't have to be for combat purposes only... what if equipping a grass suit and a straw hat simultaneously camouflaged you from grass geckos so you can ambush them (or something else like clip their tail). This example in particular would give players incentive to use the grass suit and straw hat more often. I don't think I've ever seen anybody use a grass suit unless they're rushing clockworks on day 2 and don't want to wait for a science machine (or wicker) to craft a log suit, same for straw hat. Now this is going to be hard to balance and definitely needs to be well-thought out, but it can add a lot of strategy to play styles and team play. It's also nice to add more customisation. Wolf might actually have to think about which weapon to use rather than just stock-piling 50+ dark swords P.S forgot to mention that there are obviously some problems with this, the biggest one being that there isn't an equipment counterpart for every item (no nightmare helmet to go with the nightmare armor etc... idk how else to word this sorry lol)
  6. Who do you main?

    Wortox and Maxwell. I'd enjoy Wortox more if he was more challenging but it's still fun as hell to abuse his invincibility frames to fight bosses and surprise-attack normal mobs going about their own business lol. I also love Maxwell for his lore and how cool the idea of him fragmenting his mind to manifest shadows are.
  7. Do we need a new season?

    I can see your point, and I definitely agree there needs to be more content that you CAN'T avoid/turn on and off, rather than making it optional. Nonetheless I think that an event that would require you to complete a DIFFICULT task to access with unique loot and one that would give the player more goals would be still be cool and healthy for the game.
  8. Do we need a new season?

    I like the idea. Perhaps an event that could be manually triggered to cause the climate to change and morphs existing mobs into more sinister and powerful ones, kind of like werepigs on a full moon.
  9. yes it's normal. annoying, but normal.
  10. Alternatively you can go to the steam dst forums: https://steamcommunity.com/app/322330/discussions/0/2944710017703584609/ Even though I haven't played Warly yet, I'm still concerned about where the game has been heading recently. First we get Wortox, who can heal a ridiculous amount to multiple people at once and teleport at almost no cost (low risk (literally he just farms souls from freaking butterflies), high reward). Then we get Warly who can buff the team an un-godly amount with his foods and may completely break how the game works. One recipe in particular that causes me concern is: "Nightmare Pie" swaps your health and sanity. You can clearly see how this is beyond broken. Use it with a bee queen crown as Wolfgang and turn into a never-dying killing machine. Oh and did I mention chilli flakes also increases damage dealt by an additional 20%? WOLFGANG DOES NOT NEED MORE BUFFS, FOR CRYING OUT LOUD. Also garlic powder reduces all damage taken by 33%.. so yeah.. There are more foods he can make that are strong as well but I cba, you get my point. This isn't just about one character being too strong (even though I think there are 4-5 characters that are way too strong). I see one of two things happening here: 1. The game becomes too hard without Warly and very frustrating. 2. The game becomes too easy with Warly and very boring At the moment I don't think this is a huge issue but I fear that Klei is forgetting what DS is supposed to be about. What happened to survival games actually being a challenge and requiring some sort of teamwork and not "here, eat this and terminate everything"??