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Everything posted by winddbourne

  1. This really is the heart of my issue with Don't Starve. I loved the challenge when I first started, and then I got into a boring routine once I "conquered" the world. Nothing ever changed. So I died from sheer carelessness brought on by boredom and restarted on a new map. The new map was fun until I realized there was nothing new to see, just a new mix of the same old stuff. It also got very dull repeating the same recipe once again. It was always run around grab flint, grab berries, grab sticks, chop wood, make campfire, etc . . . There is a certain recipe to success and it never changes any more than your initial starting region changes. It's pretty much always grass/berries/rabbits. YAY! . . . . time passes . . . Snore. . . . If you want to keep me interested then the game needs to build in challenge over time. Eventually new things need to show up or be introduced, and yes eventually a new world will help, but if it's just more of the same then their portal system will become just as lame as my constant restarting system was.
  2. All I keep hearing over and over is "Oh no it's not minecraft!" LOL. This is a food based survival game it's all about repetition and being cautious, and just trying to keep alive that little bit longer. It's not about exploring, or building, or your cool base. If you want that do what I did and get minecraft for those things, then come back to don't starve when you have a few moments that you WANT what they are offering. It's not a bad game it's just not about any of the things a lot of us find to be "the fun part". So play a different game for that stuff and this one for what it does offer that is good. There are times I like a good challenge and how long I survived in a hellish world, and other times when I want to show off my castle, or my floating pirate ship, or a contraption made with redstone wire.
  3. I think it's less a problem with kiting and more a problem with combat itself. Unless your fielding an army you don't have a lot of choices. You can hack mindlessly with a tool, with a weapon, you can kite it and repeatedly fire darts, or you can semi kite your enemy dodging in and out depending on it's attack animations. You also can stack ten log suits and a few spears and simply hack away at it while every so often eating a good meal like popping potions in a standard ARPG.
  4. I don't have a quote on all four seasons, but winter itself constitutes a huge bit of work from a programming and balancing perspective. Your talking about basically redesigning each of the existing biomes, adding new creatures, etc . . . It's a lot of work and march is only three months away. Here are some quotes to support that "a lot of work" idea: I don't think it's unreasonable to think that adding all that and balancing it would take more than three months. New creatures need new artwork and new AI, the sanity meter, sanity sapping artifacts, basically an entire set of "ruins" scattered into every biome, and then new artwork for everything in it's "winter" state, finding out how we exploit all the new stuff . . . This isn't even including a new portal system, and other creative things that other people might link references too, like the design art I saw somewhere for monkey-men (could have been a joke) or the idea that if there are going to be two seasons there probably will be all four, or that if snow has been added with the winter cap rain and other weather effects suddenly become a much hotter topic. I hope I'm making sense. Kevin and the other developers are impressive, but this is my first klei game, and I feel it would be a disservice to expect too much from them. That three months of testing and balancing is ASSUMING they drop winter, sanity, and all the rest before the end of this month, and I hear that they won't be in the office from December 25 through January first, so unless they surprise us with a january second SUPER release then we're going down from three months to . . . 2.5? A month? Less? Isn't that expecting a bit much and being a bit unfair to our hard working developers?
  5. I think this game can last just fine as single player, and it doesn't have the capacity to remain a lone survivor game if it were multiplayer. Instead it would quickly become a tribal society game. The most multiplayer we need is some way to compare survival rates and strategies, accomplishments, etc. . . some sort of scoreboard. That said a march release date is crazy talk. The guy who said this is an EARLY beta hit it on the head. To be specific this is the early beta of spring. Winter will need at least as much time, as will summer and fall. Kevin also mentioned ruins of maxwell's civilization and other goodies we haven't even had time to think of yet all of which will require time to be balance and adjusted. Lets go ridiculous and say they release in march, a fake release, and continue putting out full updates and new content for six months ending in september . . . all that does is make people who buy the "full game" get a beta game that is still being balanced, and are now expecting a polished, content filled whole game. Meanwhile the staff has set a terminology that says the game is already done and they are doing just "bonus" content. So the staff starts getting complaints rather than "beta feedback" the game gets trashed in reviews, and everyone is unhappy. Better just to stay in beta till the game is DONE, say around next September, or maybe march 2014.
  6. Pigs are unlimited you can build pig houses, which spawn pigs, and then kill pigs spawned by that house until you get a pig skin to build a new pig house. Kevin mentioned pig houses eventually wearing out after a while, but also that you can knock them down with the hammer and retrieve the pig skin and stone needed to build them so as to replace worn out pig houses with new, fresh ones.
  7. I started today with my old map, which had two spider "cities" all synched up at tier three. My first thought was to try to clear them and see what happened. Needless to say I died to an assault by three spider queens popping up all at once. Prior to that I was doing alright killing spider nests using a ring of traps and a tentacle spike. I'd cleared three nests in a seven nest spider city when the remaining nests spawned queens and reverted to level one nests. Immediately I started a new, experimental style, map and started to explore noting how many spider nests I found and that the first few nests I located all were the normal "synched" level one nests we always encounter at the beginning of the game. Now I could start hacking nests down to De-synch them but that's not going to help with a spider-city I find days into the game or even further in depending on how fast I explore. So my first bit of feedback is to spawn fewer than the old "normal" number of spider nests now that they have the ability to grow and spread. Also they need to spawn at random points in their development right from day number one. I shouldn't immediately encounter two synched nests (unless it was a glitch) but rather nests at different levels of development scattered across the maps. Starting nests also should be more spread out to give queens room to form their own spider cities. Not sure if that helps but that's my initial feedback.
  8. I think somewhere a major point has been missed. It isn't that the game is too hard. The game starts out just right. It's that the game is too short. You should be able to learn to how to survive and then only die if you make a mistake. That gives you a feeling of progress. The problem is that once your surviving you get bored over time. Things don't change enough around you. Then you complain and the developers think the game is to easy. It's not that. We simply need a more dynamic world. Old plants and animals should go through life cycles that make them into new challenges. New animals and plants should unlock and appear in the world over time as you play on a map. Some should be seasonal and appear because you've reached day 30, day 60, day 90, or whatever. Other things should appear as unlocks. Here are some examples of what I mean: 1) You kill lots of rabbits and leave the corpses laying around. Eventually at corpse 1000 or something scavengers start appearing and they have an AI that has them seek out the dead bodies of rabbits, pigs, beefolo, etc . . . if you stop killing animals they stop showing up so much as they spawn from corpses left laying off screen out of sight of the player. 2) Over time dogs keep appearing on the map, around day 30 an actual hound den appears on the map near a concentration of rabbits if that exists on the map, around day 50 prides of lions begin to appear on the plains near the beefolo. 3) I'm farming constantly with turbo farms and getting lots of fruit. Suddenly wild versions of my crops, dropped as seeds by birds, start showing up all over the map, and along with them a new fruit eating bird begins to fly around seeking out and eating those crops, the flocks concentrate on the biggest concentration of plants like hostile gobblers. Later carnivorous weeds start to appear in your farm plots, and they too begin to spread over time changing the surrounding vegetation. 4) As spiders and other big insects spread over the map giant Venus flytraps, dragonflies, and other things appear that eat/fight them and prevent them from simply taking over the map since I alone am not keeping the population down.
  9. More things to find and do would be great. Right now the best thing about the game is building things, and it would be nice to have different projects to do and more ways to shape and adapt to the world around us. More things to build and find would be nice, as would things that would make bases more unique. For instance I have a firepit by the swamp, but there is no option for a fish drying rack, or some totem poles or whatever to scare off tentacles. Either of those would make a swamp camp unique and interesting to look at.
  10. Players should be "challenged" not "punished" that really says it all. Make a resource unavailable, put in a hunger meter, just make it new, interesting, and fun. Not monotonous, boring, and grind-like. If players leave too many corpses laying around spawn scavengers like hyenas, if they farm too much carnivorous weeds might be fun, if they eat just one type of food a nutrition meter may force them to EITHER grow more of the crop and eat more of it, or diversify their diet. If we have too many spiders maybe carnivorous plants in general can eat the spiders to balance things and cut down on the boredom factor? I really worry about the direction the game seems to be going. I don't want spiders to just take over the world. I avoid farming because it is boring and monotonous, but then I don't want to just hunt spiders all the time lest that one creature take over the entire world. Hopefully kevin is taking this into account already but I guess that's my beta feedback.
  11. Actually I find it a lot easier if I don't transplant the grass and saplings, I avoid moving berry bushes as well and simply have multiple camps. In the end it's simply more convenient and fun for me to do different things in different locations. What I'd really like to see is a fish drying rack for my swamp base, and maybe some other things that would make that particular camp fire location more unique and interesting.
  12. This is one reason I don't play as wilson, it's not really a rogue-like survival game if you can earn extra lives. One map, one life, don't screw up! But it's nice to have wilson for new players just learning the ropes, call him the tutorial character. lol
  13. Fireflies are great if your playing as willow, she starts fires in the dark so as long as you don't step near something flammable you can conserve fuel by only using the fire pit to cook or for those times when you hear dogs and such coming. The fireflies let you see everything so you can walk around from one useful item to another using them in the "dark" and avoiding the stuff that would catch fire.
  14. Later it's supposed to. I've heard the game is close to release but this feels like a very early portion of the beta so I don't think it will happen. Winter alone if done right is going to add a lot of creatures and content that will need as much testing as spring has had. The only way I see a march release is if expansions are immediately thrown into beta for a small price. Say release "Don't starve: Spring" and then immediately start on "Don't Starve: Summer" with a nominal 12 dollar fee to get into THAT beta and receive the expansion in progress.
  15. 1) Don't worry too much about death, the game is boring if you don't try new things. 2) You can survive long term with just the starter items, anything more you build is one of those fun risks. 3) Wilson gives you extra lives if you need them, once you know how to play try the other characters without amulets or effigies. It's more fun. 4) Willow lets you conserve resources, Wolfgang is a better monster hunter. Be careful playing Wendy her ghost companion will hurt you if your not careful. 5) Often your great ideas don't work as well in game as on paper, that's part of the fun. Farming gobblers with berry bushes in the swamp, for example, works but isn't worth the risk. lol
  16. The problem with this is that the world is supposed to be hostile, and to be the push back on the player, a constant puzzle to figure out and adjust to. It's not supposed to be actually out to get you. Push back for hunting too much meat and leaving corpses around should be scavengers like hyenas showing up, push back for killing defenseless animals should be them evolving into (or being replaced by) more threatening ones on the map. Intelligent enemies like the pigs should eventually start to defend themselves and behave differently. I've written several long posts on this topic before. The idea of push back is central to this game, but it's totally different from the idea Kevin has hinted at recently of punishing players for doing things, or killing them for not changing the playstyle they find fun. Pushback makes doing what you want more difficult, and maybe keeps the game fresh by forcing you to either do the same sort of things in a different way or try something new. That is totally different from saying there is one right way to play the game, you have to do everything and mix it up, or you WILL die. The latter concept means that eventually everyone will know the "right" way to play, we'll all play the same way, going through a cycle of behavioral changes like mice in a lab experiment, and living forever until we get so bored with the game we shut it down in disgust. There should be HUNTERS, FARMERS, HUNTER/GATHERERS, and GATHERERS. The types don't mean something is wrong with the game as Kevin seems to imply, it means if I get bored with one play style I can change it up, face a new set of challenges, and maybe see something I didn't see before, rather than getting bored and just quitting for a while or forever. It's a good thing.
  17. Honestly I figure making new worlds every time at will is almost an exploit as some worlds are much more forgiving than others. It's too bad we can't get some kind of world difficulty meter on the screen. Like "Day 399 infants play world" or "Day 5 Hell's Inferno world". Rerolling worlds is a valid strategy but a guy who lasts forever in a really easy boring world shouldn't get more respect than the one who survives half that long on a world with no bees, no pigs, no tall birds, few rocks, and 50 spider nests.
  18. The sad thing is that looks exactly like a long line of beeped out curses like #@#@! I screwed up! Grrrr . . . and since it's kevin and it's a long line everyone is trying to "decode" it. lol
  19. I love killing monsters too, it's less boring than sitting at camp all day contemplating my belly button, and it's not super dangerous. Of course it is a risk, unlike gathering veggies so you always have a small chance to die if you make a mistake I've died at day 54 a couple times now. lol
  20. Willow is my favorite so far. She conserves resources very nicely, and saves me some inventory space. I still use torches to explore at night but if they run out I'm still ok, so I can explore further afield. Can't wait to see some other characters added to my choice list.
  21. I think some people are missing the point, or at least missing MY point. I don't dislike krampus because of what he does, or because I fear him. I dislike him because I think he doesn't fit into the way the rest of the game works. He's a lousy band aid fix for a minor problem, and at the moment he's been nerfed to the point where he doesn't even "solve" the problem. If he's supposed to be push back for killing tons of animals he should spawn more often from that source, but he also should fit into the islands ecology and DO something related to animal spawns. For example if i'm killing tons of animals it would make sense that scavengers spawn who eat rabbit/pig/beefolo corpses and try to attack me and/or steal all the meat I have on me. Such a spawn shouldn't just be a summon either, it should be an unlock, that first scavenger should stay until I actually kill it, not vanish from the world into another dimension. Eventually if I keep slaughtering animals we should have a scavenger nodes start to appear on my maps and they should spawn normally, just like the rabbits do. The same should eventually happen with the hounds. I want to eventually find a hound lair somewhere near a source of meat since hounds are carvivores and pigmen, beefolo, rabbits, etc . . . are their "normal" prey when I'm not on the island. Something like Krampus can also be awesome, but not the way it was first implemented. It's a random, out of place, annoying event. As a rare summon, like it is now, I don't mind it, but it still doesn't fit. Of course if we add more summons, and actual tools to bring them to the island "demons" might suddenly fit in better, but right now he's a one of a kind sort of guy. Nobody else behaves this way. The closest we come are the tree guardians, but dormant tree guardians look like pine trees and they never despawn until you kill them. So I can say to myself that some of these pine trees are the guardians young. Your going to get one eventually, he's just another natural part of the world. This is a game where you try to survive as long as possible without being bored stiff. It's not a real rogue like because Wilson gets extra lives, as does anyone who builds an amulet. It's a survival toy box game, and I expect the world to evolve and become more challenging over time, and to present me with different problems every season. I do not expect that the developers are out to get me, or that things won't make sense as I go forward and learn more about the island.
  22. Kevin, I've suggested the nutrition bit before and am glad it's getting consideration, people should have to find ways to get different types of food or else need to get a lot more of whatever they favor. That makes things a challenge and it promotes mixing things up. Unfortunately I find it very disturbing that you your talking as if you favor the hunter/gatherer playstyle above all others. It's my preferred playstyle too. I don't like wasting resources on pigs, or being stuck in one spot farming next to a beefolo herd. So I wander from berry bush to berry bush, I kill the gobblers whenever I can. I pick up carrots. Then I go and kill pigs. I go and kill rabbits. I go fishing. I go and kill frogs. Then I go after spiders. I hunt down the hounds and collect their teeth as trophies. I try to build my own pig village for fun, I collect spider eggs and plant them in spots where they may be killed. I'm currently trying to farm gobblers in the swamp. I die a lot. Now trying for that diversity, and avoiding actually farming pushes me closer to a "hunter" than to a gatherer. That's because there really isn't that much to gather. You can gather berries, you can gather carrots, or you can farm. Since I don't find the farming mechanic fun that makes me avoid it. I think most players are the same way, they like to mix it up, but they don't want to be forced to do things that aren't fun. We aren't being paid to play the game after all. So one big thing you can do is to add in more things for me to gather in the game world, and different places where those things spawn. Right now both berries and carrots tend to spawn mostly in the same area, this is also where the easy to kill rabbits are, and the best spot to find bees and butterflies. If I wanted to be bored this is the strategy I'd use right now to avoid dying . . . I'd generate a map with a berry rich prairie near a rabbit farm, then I'd set chests in a circle around it's perimeter and gather grass and twigs to make torches instead of camp fires as I continually wander between chests gathering things. To make things easier I'd plant trees around each of my chests so I can chop them for wood, and I'd plant spider nests between the new "forest" areas so that I can hunt them with torches at night. Then I'd simply live without building anything new or changing my pattern . . . likely forever. Strategically this plan adds up, and it's just as "effective" and boring as planting myself beside the beefolo and picking manure all day long. Like farming, of course, my proposed super strategy requires a lot of landscaping, especially if you don't get a perfect map. If you lack a nearby rabbit prairie then you may need to start farming spiders early. But I figure I can set this up in about ten days providing that I'm willing to work at it. Yet as has been stated in the past you only need about 15 berry bushes to survive, and if you leave them spread out the gobbler is just extra meat.
  23. I think I can take that one up. The hounds are fun, I listen for their barks and track them down. I kill them with my spear and armor, and I gather their teeth as trophies. They also make sense in a hostile world, they fit in. I'm trying to survive in the wilderness and wandering carnivores are a danger I expect and accept. At the moment I actually think I see to few of this sort of thing. Also when I kill the hounds I get monster meat which I can put in my crock pot. That isn't the best reward but it's something. So when I hear the hounds barking in the distance I start tracking them. I also tend to think that if I don't take care of these hounds they might form larger packs over time and really become a problem for me, or for the beefolo and other animals that are their natural prey. Obviously I don't think "Kevin is sending this hard mob at me for no reason", I fit it into the game world and it makes sense. It's also not something I think of as a hard mob. The tree guardian is similar. I spawned one tonight and it was absolutely cool to see. He fits in with a harsh natural world in which I am the outsider, and I tend to think he's there even when he doesn't "spawn" hidden amongst the other pines. He's also slow moving, and can be appeased by planting a few pine cones in front of him. I may be wrong but internally I figure he is a natural part of this world and that perhaps some of these pines are actually his young. Thus these parts of the game aren't "kevin is out to get me" they are me trying to survive in a hostile world, which at the moment doesn't change and respond to my actions quite fast enough. Krampus is different. He doesn't fit, he isn't part of the hostile ecology. I'd have no problem if there was a camp of krampii appearing on day 20 or so and Wandering around randomly stealing my stuff and taking it back to their base. I'd track them down and get my stuff back, I'd build a base to withstand the Krampii with mines and anti-krampus chests full of junk on the perimeter, and I'd raid his "base", at high risk to get extra goodies, especially if he dropped monster meat and other goodies on death. I actually put in a post earlier suggesting something like here: . Below is the exact quote: Other "push back" also fits better than krampus. The gobblers for example are a natural creature who is competing with me for berries. I actually have an experiment going right now to see if I can farm them. What I did is was plant all the berry bushes on my map around a bunch of tentacles. So far it's netted me one gobbler, and I'm not sure if it will work but . . . It's fun to try. I simply take it as a natural part of the world, and since I'm normally a hunter/gatherer rather than a farmer I also look at it as an extra resource, killing a gobbler nets me a morsel and a drumstick, killing a rabbit only nets me a morsel. So I'd rather kill gobblers, and it helps that I can find them while I'm gathering berries. It's a challenge, and it's a resource, but most of all it fits into the idea of survival in a hostile wilderness where I don't really belong. I want a game world that makes sense. I want it to change over time and spawn new things to interest me and keep me thinking of new ways to fit them into my survival strategy (new toys to play with). I want to be challenged. But it's important that each challenge have both a risk and a reward, and that everything fits together as I learn about the world and it's ecology. It's also important that I feel this world may be harsh but isn't actually out to get me. It's out to get everyone. The fire dogs for example don't specifically target my base, and normally I track them down and kill them before they ever see it. They'll burn down anything near them when they die, including bushes, trees, and grass. It's awesome. Krampus on the other hand spawns and specifically attacks me and my stuff. He isn't wandering around taking anything he can or otherwise interacting with the rest of the world, and when he's done if I haven't killed him he vanishes back to whatever dimension of annoyance spawned him. Anyway long post but I hope it's helpful as you continue working on Don't Starve.
  24. A welcome change so long as we can also now destroy/move tall-bird nests the way we do spider nests. Having them be totally frozen in one place was annoying.
  25. The most annoying bit was when i built a pig "village" on a bridge and all the pigs spawned in the ocean. Then they walked around on the water and were unable to come back onto the shore. It was funny, but so annoying I didn't even want to play my game anymore. All that work getting pig skins, wood, and logs, and my pigs spawn in the ocean where I can't get to them? OUCH!