mobius187

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About mobius187

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    Feeling Pretty
Don't Starve
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  1. You sure like the phrase "on the flip side".

    1. ImDaMisterL

      ImDaMisterL

      You sure like commenting on profiles :p

  2. That is a creepypasta, isn't it?

  3. Fishing from the sea/ocean has been suggested before, however due to the over-abundance of coastline it was felt that you couldn't, or shouldn't, be allowed to fish the sea/ocean using a normal fishing rod. Rather you needed a more advanced fishing rod.Also it was suggested that while fishing you could maybe catch a monster that would rise up out of the water and attack you or try to pull you in. Yes, boats and rafts were popular suggestions a while back, more when the islands were smaller and connected by stone bridges. I knew the bridges would eventually disappear and I had hoped that boats would be used to travel between the islands. As it turns out the islands were instead merged into a massive island and wormholes were added to boot.Still, I always did like the idea of explore the sea in a boat or raft. As above, however it was also suggested you could fish with a net made of Rope as well. Agreed. Treasure, yes, but I'm not interested in meeting anyone else, especially not pirates. Hmmm. Not sure how a shark would bother you in a boat/raft. I always expected that the waters along the "border" would be infested with massive tentacles that would destroy your boat/raft and in sinking you, end your life.
  4. Alchemy/Potions

    Just like Snake...? That or poison darts... there's always room for more darts.
  5. Promoting Exploration

    Well originally the Krampus had nothing to do with morality. The Krampus was added back before rot, when players hoarded food and items in dozens of chests at their base camp. The easiest food to catch back then was rabbits and player also hunted pig men to "harvest" them for resources (i.e. hams/leather). To reduce the abuse the Krampus was added to discourage this type of gameplay. However with the changes that have happened since then I felt that the purpose of the Krampus needed to be refocused. IMHO, killing rabbits and birds shouldn't be considered "naughty", it's just the basics of survival and besides, they're smarter now and not as easy to catch. I felt that "naughty points" should only be gained by killing pig men, smallbirds, burning down forests (i.e. 10+ trees), and other actions with evil intentions. Also, rather than steal the player's items I felt he should attack the player character, and once he drops you to 25% or less Health he would kidnap you in his bag, teleport far off, and drop you on the ground... taking away all the items in your inventory to boot. That being said, if you want to be evil, be evil and kill the Krampus. He does have that bag after all. The only unnerfing of the Krampus I made was that he should be restored to his original power/toughness and be impervious to sleep. Anyway, that's just my opinion and maybe I'm hampered by the fact that whenever I play a game I always take the moral high ground whenever possible. Agreed. Well Don't Starve is a very hazardous game. Death teaches you what to do and what not to do. In some cases it can be fairly obvious, while in other cases, not so much. I usually go into a situation fully equipped and, when I'm in further than I expected, I would run away. Yup, I always value a good strategic retreat. But didn't you attack a giant spiders nest? You must have had some inkling that this possibly could have not ended well for you. I remember the first time I died... I had no light source and wandered off to far, night came, and the Grue ate me. A pity I hadn't gotten around yet to building a Meat Effigy, so I died, and then restarted as Wendy. That turned out for the best, since IMHO, Wendy is the best character. That's my unbaised opinion. For me I originally felt that the main issue with players not exploring was a direct result of a lack of goo reasons to explore. At the time I had argued that the game needed more unqiue random locations for players to stumble across and resources that couldn't be supplanted near their base camp (i.e. like reeds). I know that in Adventure mode the Devs are working on creating unique locations, so I'm interested to see what they will come up with over time. Agreed. Back when this was a focus issue players who stayed near their home base were considered to be "turtling". There was much discussion about how this behavior was bad and players should be punished/nerfed in order to get them to stop it. However I always felt that "turtling" wasn't the problem, it was a symptom. The real problem was, as I stated earlier, that players had no incentive to explore. Then Hounds were introduced and this served to further this behavior as players didn't want to run the risk of being caught off-guard by a Hound attack just to explore. Hmmm. "Safer" doesn't usually equate well with the theme of Don't Starve, but I'm reading this post as I respond, so I'll reserve my opinion until after I've heard what you have to say. My thought on this is: what do you mean by "better"? If you mean the vanilla upgrade of "better damage" and "better durability", then I'm against it. I play Minecraft and its linear progression for the tech tree is one of its worst failings, IMHO. It's boring as all hell and promote getting the best (i.e. diamond) and then ignoring the rest. Now if by "better" you mean, "new/unique powers" then I'm onboard. If you have some suggestions for new types of armor or weapons, then I wouldn't mind hearing them. For me, ever since gunpowder appeared in the game I have felt my old suggestion, namely the flintlock rifle, has renewed chances of actually being added to the game. If so, I felt its main feature should be killing power (i.e. one hit kill most enemies), but on the downside that it should require ammo (i.e. lead balls/gunpowder), needs 3-5 seconds to reload (making it terrible for multiple enemies), and cannot be fired when it's raining. Also, when its fired it creates a loud bang, which startles and frightens off various creatures (i.e. rabbits, birds, beefalo, ect). Let me know if you have any of your own suggestions. Personally I've always argued you should lose everything you researched. The exception, I suppose, could be Wilson... as he's the starter character. I personally have no issue with permdeath, as the game is Roguelike in that aspect. Death also teaches us the greatest lessons in "life" (i.e. Don't Starve) and thankfully we can actually learn from them. For the record, I play Minecraft and I die fairly often (once a month or so, usually due to stupidity on my part ). I don't play Hardcore mode because I've spent 200+ hours building massive castles and underground complexes so dying and losing all of that would suck. In contrast I've never done anything in Don't Starve that I couldn't redo, mainly because there is a limit to what you can build in the game, which works well with the permadeath aspect as no death is so painful that you'll quit the game. That being said I know there are people who will argue for this or an Easy mode. I have no problem is there is a setting or mode that allows this option, so long as it's not forced on everyone. Then it's the best of both worlds. If you want more Health, play as Wolfgang. As for a near-death warning... there is the Health meter. Or are you asking for the screen to tint or something... as a warning? I know when I die I'm usually in the wrong mindset to do anything constructive, i.e. "panic mode". It's only funny after you die and think "Awww-man, why did I just run around like a chicken with my head cut off?". We'll call that Mistake #1 . That's why I consider this a serious mistake. If you can craft armor you should have some on at all times. I recommend always wearing a log suit, maybe a football helmet too. Especially if you want to wander around in the swamp. That's my opinion. Ah, well that's fine. I'm not sure it will help, I mean, usually when you're about to die the death part happens very suddenly by that stage. At what Health % would you suggested this effect trigger? Well the opposite used to be the case. Any food gave you good healing and dying wasn't as serious an issue so long as you had food, and later, honey. Sweet, sweet honey... it made you nearly invincible. The Devs opted to enforce a more realistic healing system and reduce the effects of food on Health. I can't argue it because we all used to abuse the healing powers of food. Ah, what wonderful memories. I agree with you about the healing power of sleep, but I think the straw roll is abused too much. Players have been avoiding the night and its dangers, plus maybe a lack of firewood, by using the straw roll. IMHO, you shouldn't be able to sleep without a light source and the straw roll should only let you skip the night for so long as the light source (i.e. firepit) provides a certain degree of light, otherwise you should wake up and need to feed the fire again before you can go back to sleep. Then, if it's daylight, you should be allowed to click on the straw roll to roll it back up and return it to your inventory. I would have to disagree. Each character has their own stats and powers right now, not to mention the Devs mentioned not too long ago the idea of adding an active power unique to each character (in contrast to their passive powers/bonuses). Personally, I prefer my solitude. Having multiple survivors standing around would ruin that atmosphere. But hey, that's just my opinion. I'll reserve judgement right now on this suggestion, since you haven't stated any specifics. However, maybe you could provide some examples on what you would like to see? For me I always felt that the ability to re-plant resources was a key issue that led to "turtling" as players no longer needed to travel far to collect the resources they needed. Unlike reeds, which required you to travel to the swamp. This is debatable. Personally I don't want to "civilize" the isalnd or become so far advanced that you can just sit back and relax. That's not to say I wouldn't want some conveniences that you could acheive to make your life somewhat easier, especially in surviving random attacks. Still, I'm always open to suggestion and I would like to hear your ideas when you have them.
  6. Who is your favourite character?

    This vote is a sham! How can Wendy not be winning?!?
  7. Some *IDEAS*

    Well, if it makes you feel any better, I was wrong to say "1900s". I probably meant to say 19th century. This was a while back, when I supported cabins/cottages to some degree, but after I gave it some thought I realized that probably the Devs wanted us to stay "exposed", not just to the elements, but to dangers as well, by not allowing us to build homes. Of course I've never actually seen them say they were for or against the idea. By "dock" I probably meant "pier". It was felt that this would be the easiest way to allow players to craft/launch boats, rather than my older/first idea, which was to launch the boat from a beach biome.
  8. Some *IDEAS*

    Hmmm? Oh yes, the Devs have stated the game takes place in the 1920s. Unfortunately I lacked the ability to foresee this fact back in November of last year. You may want to check the date on a post before you mock someone. What, that the game takes place during the Victorian Era? If so, then someone has been necro-posting something fierce. And to think, I asked about flintlock rifles and blunderbusses long before the Devs added gunpowder to the game. Maybe I helped influence something. Who knows? And maybe, just maybe, the Devs will give Wendy laser-beam eyes... if I keep mentioning it...
  9. Oh god finally someone who loves Wendy as much as I do!

  10. Beekeeping Expanded

    Is this what you want!?!https://i.chzbgr.com/maxW500/6146610944/h8244E5FB/ On a more serious note, I know players in the past have requested the much more dangerous honey badger be added to the game. Those honey badgers look seriously vicious. Without ants wouldn't they starv-ahhhh I see what you did there. Don't starve ant-eaters! Heh.
  11. Beekeeping Expanded

    I remember suggesting beeswax a while back, when we debated fixing the Miner's Helmet (i.e. replace fireflies with candle). The goal being that the new version of the miner's helmet wouldn't be "On" (and thus deplete) while being worn, but rather the player would need to light the candle on the helmet (/w flint) and could extinguish it by removing the helmet from their head. Personally I preferred the idea of refining Silk into String (like how Grass is refined into Rope). Then you would combine string and beeswax to create a candle. Hmmm, not sure. Maybe you could create an alternate pumpkin lantern? Or lantern? I still think revamping the crafting recipe for the Miner's Helmet would be a good idea. I have to agree with Excess. For nectar to make any sense it would need to have a use, otherwise it just seems like it exists for the sole purpose of making extra work for the player. It would be better to adjust the honey production values instead.
  12. ArtovSoap

    Abigail just wants hugs... and she'll give them to you if you're not careful...
  13. My guess is the next unlockable character will be Woodie. This is mainly because, just like Wes, he already has artwork in place for his character profile.
  14. But none of the other characters need anything for their abilities, per say. In this case we would be saying WX-78 cannot use his ability unless he invesnts/builds the lightning rod. Now if WX078 was a natural lightning rod (i.e. he gets hit by lightning bolts) then this would be fine, and in that case maybe he would like lightning storms. So not so much a "shield" as an electric field that harms enemies/creatures who eneter it, correct? Damn hipster!