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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.

The batting bat

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About The batting bat

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  1. dang, i'm only getting notifications from this post, not from my own posts about wes and webber character refresh concepts which i wish they get more care
  2. Redesign the Oasis

    palm trees in dst boyo
  3. yeah i really approve that, it's exacly what i want in the game
  4. I know what everyone's probably thinking: "Wes is the challenge character, his concept is to be worse than any other character". This concept came for Wes in single player don't starve, but in don't starve together, any player that joins a server as Wes will difficult for every player in the same server, with they wanting or not, forcing them to kick the Wes player, i think that don't starve together should have a challenge mode instead, the game is already pretty hard, but there's always space for more challenge. I also got awesome ideas for his refresh, which will make him not just able to finnaly be used, but also make him an unique and fun character: *Party tab: The new crafting tab where he crafts all of his new exclusive items: *Deflated Balloons and Balloon changes: Pile o'ballons no longer exists, now it's an item called deflated balloon, Wes spawn with a certain quantity of these, he can craft two more in the party tab for the cost of 1 mosquito sack, 1 silk and 2 petals, they're stackable items and are used in the same way, but now with an unique animation when inflating a balloon, where he blows at the deflated balloons, he'll blow at it up to 4 times, with a delay between each blow, each blow costs wess' sanity, and for each blow the balloon will get bigger and bigger, he can stop blowing during any delay between blows from the same balloon to get a balloon(inflated) by pressing any key, if he stop during the blow, the balloon will fly everywhere until it runs out of air and drops in the ground as a deflated balloon, the more blows it received before, the longer it'll stay flying. The balloon will blow up in Wes' face damaging him and nearby creatures and players if he's attacked during the blow process, or if he blow the same balloon for the 4th time. Once inflated, the deflated balloon will be consumed and turned into a balloon, from a random shape and color, these balloons will go to Wes inventory, they can either be picked up and dropped in the ground by any character as bouncy balloon similar to the way they had always been, while in the inventory they can't be stacked, but can be equipped in the hand slot, while being held they'll constantly increase the sanity of the one holding it, but will blow up if attacked or used to attack, they can also have different sizes, which will depend of the number of times Wes blow them while they were deflated balloons, the bigger the size, the bigger is their explosion radius and damage, and balloons' explosion can now make damaged creatures and players dizzy, it's applied when the enemy is damaged by at least 5 balloons at the same time, middle size balloons has the power of 2 balloons, while big balloons has the power of 3 balloons, and once blowed up, they have a chance to drop balloon pieces, which could be turned back into deflated ballons in some way, i still haven't thought about any, maybe a crafting recipe that requires a science machine to craft a deflated balloon out of two balloon pieces and some other item, another perks of balloons is related to their different shapes, the pig shape will make creatures that normally attack pigs aggro it, while the spider shape make creatures that normally attack spiders aggro it, and their explosion can also damage shadow creatures. *Balloon castle: Crafted from the party tab, using a large quantity of balloons(i haven't decided the quantity yet, but it should be between 6-10) and 2 ropes, it's placed like a structure, it can't be bounced by players and creatures and picked up like regular balloons, but will keep increasing the sanity of nearby players until attacked, once it's attacked, it'll blow up dealing more damage, and in a bigger area than any balloon of any size, it'll also instantly dizzy damaged players and creatures, it'll always have the preference of using balloons of the lowest charge possible present in the Wes' inventory when crafting it. *Auto-ballooner: from the party tab, requires an alchemy engine to prototype, it's crafting recipe requires 3 cut stones, 2 gears and the can of silly string trinket, which would be added to dst, obtained in the same way as any trinket, it's a machine that will keep inflating deflated balloons stored inside it over time, and will keep holding them so they don't fly away, this is userfull to automatically fill balloons and to avoid the sanity cost from filling them, the disadvantages is that it only creates balloons from the first blow level, and just like ice flingomatic it has a fuel meter, and requires fuel to recharge it. *Blown spike: crafted from the party tab, requires 1 reed and 1 cactus to craft 2 of it, it's a ranged weapon similar to darts, but it only deals 5 damage per short, i guess it's use is obvious. *Invisible things: Crafted in the party tab, they all have a different cost of nightmare fuel and Wes' sanity to be crafted and require a prestihatitator to prototype, they can only be used by Wes, they're completely destroyed when dropped or given to players, they all have effect on hostile shadow creatures and the most interesting is that they're always invisible, except their icons in the inventory and crafting tabs, and they can also be seen by insane players as completely black figures in the same way as shadow creatures. -Invisible barrier: costs 10 sanity and 1 nightmare fuel to craft 4 of it, they act as regular walls, they're from a tier close to the wood wall, except that they're completely invisible for non insane players, and can't be hammered, instead they're destroyed when their hp reaches 0, they also block shadow creatures, forcing them to keep attacking the wall in order to pass, they can be upgraded with the same type of wall, and drop nothing when destroyed. -Invisible rope: costs 15 sanity and 3 nightmare fuel to craft one, they have durability and can be equipped in Wes' hand slot, interacting with any entity while attaching it will lead wess to the entity, this can be done at any range from the entity, Wes and the attached entity can't get any further from each other than the distance they were at the moment of the leading, using the action key again will make Wes drag the entity closer to himself, or Wes closer to the entity, in the case of being a structure, building of any bigger entity, both at a quick speed, it also shorts their distance, each time it's done it consumes 5% of the rope's durability and 2.5 of Wes sanity, and the lead can be disbanded by unequipping the rope, if Wes and the entity get way too close, Wes sanity dropping to 0, or the leaded payer can disband it by interacting with himself during it, it's userfull for either mobility, quickly getting players out of difficult situations and retrieving stuff from the water, as it works for dropped items aswell. -Invisible bicycle: costs 25 sanity and 5 nightmare fuel to craft, once crafted Wes will immediatelly stay on it, increases a lot Wes' movement speed, and every time it moves it drains a little of Wes' sanity, Wes can get off it anytime by interacting with it, and he'll immediatelly get off it once his sanity drops to 0 or randomly by getting hit, once he gets off the bicycle, it'll get destroyed immediatelly whitout dropping anything. -Invisible cage: costs 40 sanity and 8 nightmare fuel, equipped in the helmet slot, it converts all the damage taken into sanity loss, it'll break once Wes' sanity drops to 0, while actual mimic cages cage the whole mimic's body, this one only cages wess' head *Wes versus shadow creatures: Wes takes less damage and deals more damage against shadow creatures, he also has less sanity reduction when getting hit by shadow creatures, and has no sanity drain when nearby shadow creatures, making him possibly the best character to gather nightmare fuel and fight shadow creatures. That's all for now, feel free to comment your thoughts about my ideas, and i hope dst devs check it one day. As i mentioned before, the concept of a challenge character isn't suitable for a multiplayer game, as choosing this character would force the other players to kick you, instead a challenge mode should be added to the game, i guess it would be awesome, the game is already very hard, but there's always space for more challenge. I've also made a concept for a webber's character refresh, check it out!
  5. Webber should be one of the next characters to get a refresh, not because it's necessary, i guess all the necessary reworks were made already, for willow and woodie. This rework is mostly to improve the character, and match the other characters who got reworked recently, currently webber's best use is for gathering spider resources, by making they fight each other, i think that webber perks should be more related to spider befriending, currenly tamed spiders are more like worse pigmans, even from the fact of being able to tame more than 1 spider at once, i think that his rework could make his spider befriending perks more close to wurt's perks related to other merms, and to other character allies that got refreshed. Anyway, there's my list of ideas: *Webber's nest and spider army: Spiders would be tamed and act the same way as ever, not sure if it's implemented already, but he would have a limit of spiders for his army, being close to 10, and webber can craft a special nest for them, it requires a certain quantity of silk, spider gland and a few living log to craft it(note that it would have a different appearence from regular spider nests), this nest is where tamed spiders would live after their time as webber followers runs out, the nest has a limit of spiders which can stay in the nest, but the nest can be upgraded, using certain materials, getting more expensive and requiring different items for each level, there are the details for each level: -In level 1, it's spiders act the same way as regular spiders, they requires meat to join back webber's spider army, and at this level and higher levels, a new spider is generated after a long time(slower than natural generated nests) if there's at least 1 spider in the nest. -At level 2, the nest appearence changes, it can hold more spiders, the spiders start gifting webber with random monster and creature loots, mostly being spider loot, and from this level and the next ones they are no longer hostile to webber allies that aren't spiders or webber, such as players, pets and gates(they will still attack walls and fences). -At level 3, the nest appearence changes, it's spider capaciblity is increased even more, the spider presents get more frequent, and the spider no longer requires monster meat to go along webber, instead they require a craftable item which will hire any spider from his nest to his army, and spiders from this nest in his army will no longer eat items at the ground that they would normally eat. -Once level 3 is reached, upgrading another time will generate a spider queen, that will stay near the nest and if webber offer her any meat, she'll instantly generate a spider, having a chance of being generated with a random role, she will attack any enemy near the nest just like any spider, if the queen dies, another one can be generated for the same price. *Spider roles: Webber can craft 4 items to promote a spider from his nest or his army into a different spider role each, each item requires a certain quantity of silk, spider gland and a different item matching the role, there's the concept for each role: -Warrior: The most offensive class, has higher damage and health than regular spiders, and can lunge at enemies, he'll also temporarily boost the damage of nearby spiders and webber at the beggining of each combat, with a cooldown before being able to do it again. -Ranger: able to split silk at enemies that deals damage from a further distance, similar to spitters, it slows the enemy even more for each silk attack that hits, it'll switch to a regular spider attack once the target gets close. -Healer: eventually heals nearby spiders and webber a small amount, with a cooldown between each heal, but is weaker than other roles. -Stealth: disguises itself as a small boulder to lose aggro, until it reveals itself to deal a surprise lunge attack, that deals high damage at once, and applies an effect(which i'm still not so sure about the effect, it could be a reduction in the damage the target deals or poison that deals damage over time) to the target, if the enemy attacks him during his disguise, he'll reveal itself and switch to regular spider attacks, whitout disguising him. There's a limited number of spiders from each role that the nest can hold, the regular spider limit is still the highest, once a spider gets a role, it'll remain with the role until death. *Arachnidery tab: Exclusive crafting tab for webber, where he crafts all the webber exclusive items mentioned before, and 2 other items: -Web trab: requires some silk and rope to be crafted, place on the ground to slow down any non spider or webber creature on it, just like the web around spider nests. -Cobbed walls: requiring 4 walls of any kind and 1 silk, these walls are covered in silk, which grants them an extra protection, and makes spider don't attack them, but they're flammable, even if they're not walls made of a flammable material. *Other webber abilities: Other new webber advantages and disadvantages brought along the patch: -Pros: he gains more benefits from monster lasagna, as it's his favorite dish, he has less sanity drain in dusk and night times due to his spider habit, he'll also have a less sanity drain to everything the bigger his spider army is, as he feels more protected with this spider buddies, his maximum sanity would be increased. -Cons: he gets his sanity constantly drained when nearby pigs and bunnymen(could be applied to wortox and wurt aswell), catcoons doesn't scare him much, he would lose sanity for each spider that dies nearby him, similar to wormwood's relation with plants that dies, and he could also have a reduced max health as he can get a spider army to protect him, and spiders aren't so tough anyway. (Those next changes are for every character): -Piggy mask: present in the dress tab, which makes the wearer to be seen as a pigman, making pigman, catcoon and bunnymen not agressive to webber, wortox and wurt if they're wearning it, but spiders and merms will, crafted with 2 twigs, 1 pig skin and 1 silk, it has a durability that decreases over time and when the wearer get hurt, wurt gets her sanity drained while wearing it as she hates pigs, and obviously wouldn't be happy to look like one. -Silk being used as fuel: it would make sense, as silk and spider nests are flammable, i don't even know why it haven't been implemented yet Feel free to comment any of your thoughts about my suggestion, and i hope dst devs could at least check this, webber is possibly the next in the rework line, next to Maxwell and Wolfgang. I also made a concept for Wes character refresh, i know that he's the challenge character, but this concept isn't much suitable for a multiplayer game, as it just difficults for everyone when any player chooses to be him, they wanting or not, check it out!
  6. Webber's character refresh ideas

    i guess they already worked on webber by himself, i think that they should work more on his spider allies, as it's his special power, currently all he can do with that is make spiders fight each other, starting a civil war to get a lot of spider resources with no harm for him, he would still be able to do it after those ideas, but now he have better options for his spider army, rather than starting a civil war between then, and he can also get spider loot in a pacifist way(he would also get sanity loss for each spider that dies nearby him, making it a not so suitable idea) oh ye, i forgot about how would his relation be with cave spider(dwellers, spitters and cave spiders), and shattered spiders, it should stay the same as ever, or they wouldn't be able to be tamed, or it would be just for shattered spiders, as they probably had never seen a regular spider, and could also be hostile to regular spiders, but for other spiders they would have the same skills as spider roles, so it wouldn't be a problem to have them in your army and they could perfecly live in webber's nest only now i saw that there's a specific topic for dst ideas, so i better move it to this topic as i don't know if there's any way of changing the topic, so i guess i'll have to delete this post and make a new one in the suggestions topic with the exact same text edit: i don't know how to delete it either, so i'll just move it to suggestions topic
  7. I moved this post to the right topic which i didn't knew that existed the time i made this, i don't know if there's any way of deleting posts, so i can that one, in general discussion topic. There's the link for the right one:
  8. i saw a possible coming boss, it seems to be an addition for the seas, it looks extremelly legit since it's animation and texture seems to be a real project from klei, i'm not going to tell anything else about it but it's possible name: malbatross