Kalishikov

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About Kalishikov

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Don't Starve
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  1. Would be interesting if your sanity AND hunger are low you can't tell what objects are what, so the images for them keep changing causing you to accidently eat wood or pinecones
  2. Maybe just uncooked meat specifically. Eating berries and stuff doesn't usually cause insanity but raw meat might make someone a bit feral
  3. It could just be "trampling" them so they take a decent amount of time to grow back, as long as it's some kind of damage to discourage investing everything in the camp. Say if it took a week for the plants to regrow (could actually be applied to any/all plants not just bushes) that would encourage the player to move to another base, or build one elsewhere, at least while everything recovered from the beefalo migration
  4. You bring up a good point Dom-Sithe about the sanity meter. I was going to suggest it might be too early to say if having negative effects for hunger would be too harsh as we have yet to see how nasty the sanity meter will be, both in terms of difficulty maintaining sanity and negative effects of low sanity. However, I think you hit on a great idea to tie the two together, so that getting hungry has a negative impact on sanity. That could be really interesting if sanity is difficult to keep up as you could potentially find yourself constantly eating out of fear of total insanity should the hunger meter go down too low !
  5. One related idea might be having a "feed bucket" that you fill up with a suitable food (perhaps if wheat gets added then grain?) that would attract nearby beefalo while it's filled up. That way rather than having some complex system of domesticating them, you could push or aggro a beefalo to where your camp is, and keep it around for milking by having the feed bucket going. This wouldn't be too hard to add if the idea of beefalo (and other animals) eating certain kinds of plants is ever taken up
  6. Give us a reason to explore

    Actually I think that first point is by far the best idea to promote exploration instead of turtling! Having prototypes for new items (assuming the replacement for research is a prototype-style unlock system) be done at specific locations. Specific items from graves is a great example, as graves often have a lot of spiders around and are not fantastic places to build bases. Perhaps some items or locales in swamps, or drops from tentacles could be used. This could free up the science machine to be used for unlocking more sciencey type inventions. Also would like to give my support to the idea of a permanent light source that gives off as much light as a firefly. Perhaps the pumpkin lantern could be used for this purpose? I actually only wanted to make them for decoration but when i discovered they are limited use never bothered to use them after that. I would think that while it might in theory make you immune to being caught in darkness, the more content that's added the more nasty creatures will be around especially at night, so only being able to see by the light of a firefly could be extremely dangerous by the time we get to release **edit -- thanks for the plug for my ideas thread Siriusface
  7. I think what i was trying to get at, is that it's just so easy (though this could be mitigated by future content of course) that even if you for example, removed 3/4 of the resources from the map, there might be a small threat of starvation but still not that dire. Hence I suggest some more dynamic ideas like having animals eat plants, difficulty with relocating plants and similar, that would help make gathering resources and food not just harder but also a bit more interesting as well. As an example of implimenting this kind of thing, take the idea of beefalo eating grass. Say each beefalo every x units of time (maybe twice a day?) would move to the nearest grass, perform a "eating" animation, and the grass resource then has to grow again just as if it was plucked by a player. If the beefalo cannot get to any grass by nightfall, it could die creating a starved dead body (that might be harvested for a fur). This means if the player competes too heavily with the native animals for grass, they will start to die off. Then having them migrate to a different "grassy" biome with the seasons would prevent them eating too much grass by accident. If behaviour was added allowing animals to seek and consume plants, then you could have beefalo also eat berry bushes (destroying them). Normally their natural biome doesn't have berry bushes so that would have no effect, but if they migrate through the player's camp and there's a farm of bushes.... either fight off the beefalo or lose the berry bushes. This kind of thing also helps give incentive not to pile up all plants in the same location. Later on if more dangerous predators are introduced it would be possible that beefalo are their prey, and so they would follow the herd as it migrates making things even more interesting for the player if he/she gets caught in the way!
  8. Too easy / too hard?

    Completely agree about the resources and food being far too easy to find and stockpile at the moment. Actually put up a very lengthy post about this in the suggestions forum, but in summary i'd love to see resources be far less plentiful than they are right now. There is really no threat of starvation even as a first-time player with no experience with the game which is a shame. On the topic of combat being too easy, I believe this will change as more mid and late game content is added in such as the possible spider queen. I also agree with monster aggression seeming a bit odd, with the very long aggro range and some creatures seeming to chase you forever without ever giving up (once ran from a tallbird for an entire day, dusk and night without it giving up). This is particularly annoying with non-respawning creatures like the tallbirds as it seems killing them is required to steal an egg... Looking forward to more challenges being added as new content comes in, but would definately like the early-game survival to be significantly harder. **edit - http://forums.kleientertainment.com/showthread.php?3781-Some-ideas-and-general-concepts-for-a-more-dynamic-and-exciting-world! for anyone who wants to read
  9. PART 2 After many hours of gameplay, what I notice most is that the game world seems quite static, in that things mostly just interact with or respond to the player’s actions. If the player isn’t causing AI behaviour, you just get pigs walking around doing nothing, beefalo meandering around, spiders hiding in their webs. What would be excellent to see would be a more interactive environment (in that parts of the environment interact with each other). Some examples have been given in various other idea threads, with my favourite being the introduction of predator/prey behaviour. This should not be restricted to carnivores (such as spiders hunting rabbits/birds for example) but also herbivore behaviour also. If the beefalo herd actually ate the grass it would affect it’s availablity for the player. I think i saw a suggestion somewhere that having the Tallbirds gather sticks for their nests would be good too. Obviously as more kinds of creatures are introduced with new content this could be expanded. The main idea is that the ecosystem changes over time, which can affect the player. So if you camped near some beefalo, and they slowly over time ate up all the grass you were using, it would be an incentive to move to “greener pastures”. Or a player that was camping around rabbit holes and gathering morsels might find spiders moving into the area as they look for rabbits to eat, forcing the player to either move or clear out increasing amounts of spiders. I know some of this dynamic environment is planned with seasons and weather events, but this kind of species interaction would seem like a natural compliment to those ideas. A great example that I just recently saw was Kevin’s hint at seasonal behaviour changes for beefalo (I’d presume they get aggressive in spring when it’s mating season) which also hint at baby beefalo. Having animal interaction change with the seasons (or during weather events) would be a great addition to planned behaviour changes. For example, maybe during winter the spiders all hole up in their webs (I could be wrong but spiders are usually more active in hot weather?) and during summer they become very active, coming out during the day and chasing after birds/rabbits. If the beefalo actually use up grass resources, maybe they migrate to another suitable biome once a year (or for the winter season). Now, all these general ideas about environmental changes, seasons, having things eating other things, well they sound nice but my main consideration with these ideas is what the effect will be on the player! To make these kinds of changes and have them actually promote a change in player behaviour (i.e. discourage turtling and/or encourage explorations/expeditions) one or both of these things would have to be in effect; 1. Resources would have to be much much harder to come by. Previous suggestions of non-automatic digging up of plants, simply making all resources harder to come by, and having animals eating/nesting plants would all help with that. 2. More resources would be required for survival. Possibilities might include reducing the amount of hunger gained from food (perhaps reduce the easily gathered food and leave the “end-game” foods as they are?), or increasing resources for crafting. The overall idea being that, if the system of crafting and producing food we currently have was to remain unchanged, then halving the global resources and giving an 80% chance of destroying a plant by digging it up would not really make surviving much more difficult, just more time consuming. However, if the resources themselves were also either more in demand (due to higher costs) or less effective, then the choice of where to travel and what to harvest each day could actually be a choice worth considering. Combine this daily/nightly decision with a changing environment due to seasons, weather and dynamic ecosystem, and hopefully the end product is a much more exciting experience than exploring everything, building a base and living happily ever after! I hope this long string of text conveyed my notions clearly enough, I know some of the ideas mentioned here have been brought up by others previously. Thought it would be good to have a group of ideas/concepts all together to put some things in context - how one change might affect other changes, etc. Look forward to discussion of any/all of this stuff, and to future scavenging in the world of Don’t Starve!
  10. PART 1 Since it’s so close to the next update, and i’m really hoping some new map generation will be included, i’ve been waiting to start my next run of Don’t Starve. So instead of playing briefly today I decided to write up some observations and general ideas. So aside from the feather hat I have built/tried all craftables, done battle with every kind of monster and played all the available characters. I would certainly say i’ve used all the content so far. After a few deaths just working out what in the game is deadly and what isn’t, i’ve ended up suiciding with all the characters just to try a start with each one. To start, let me just say I really love this game - the art design, quirky character quotes/personalities, and feel of the game world are all excellent. I found it by far the most entertaining at the beginning, having no idea what to do (didn’t read any spoilers) and testing things out. However, one thing that seemed pretty obvious was that the only threat to surviving was really doing random dangerous stuff as part of the learning process (dying at a beehive, spider nest, fighting tree-zilla, etc). Gathering enough food seemed really trivial even on my first playthroughs, and that was without using any “exploits” - I was using traps with bait to catch rabbits and bird traps to catch birds. Never even saw a reason to transplant berry bushes although I did later on just for the fun of building a garden of sorts. My first suggestion would definately be making the (early) game much more difficult. There are just so many resources around, and sources of food, that it doesn’t feel like a struggle to survive at all. Now I was considering the result of having far fewer resources around, and initially that would seem bad simply because the map would be quite bare and unappealing. Perhaps it would make more sense to have some “filler” type things, such as shrubs or sapling trees that are too small to yield usable resources. This way it would be possible to avoid the abundance of resources we have currently without making the screen look barren. On my last start i had more than 40 carrots after a couple of days of exploring, that seems totally excessive for a game focused on survival. I understand that some of the problem with re-starts seeming quite easy currently is due to the research system, which will be changed (hopefully this coming update), and that should help to make a new start a bit more fun as there will be more to do with prototypes. No big suggestions here as I quite like the idea of building prototypes, hopefully at a much higher cost so that it is not trivial to just research everything. Can’t really say more on this until the new system is revealed! So, what seems like the biggest issue for devs and sometimes for players, is having a “base” that is just too safe, as well as lack of motivation to leave and explore. I felt like the idea of having resources be divided in some cases between different biomes was designed to encourage the player to travel between different areas to gather needed resources. However, transplanting of course made it extremely easy to go dig up however many grass/trees/bushes you need and build little farms of the stuff at your base. I had two ideas that perhaps would help with this problem. Firstly, having the process of transplanting reduce the output of the plant. So once a plant is moved, it then will grow much slower than in the wild. Providing the reduction in growth is significant this would mean wild plants would be much more valuable in terms of yield as transplanted ones. Now I know people reading this will be thinking “if that was implimented, we’d just go dig up as many extra plants as needed to compensate”. So... secondly, how about changing the mechanics of digging up a resource, so that it does not automatically produce a plant that can be replanted. Say if you only got a plantable resource 20% of the time, it would be more of a risk/reward choice to try and dig things up as you might end up destroying them. Now if this was combined with my earlier suggestion about reducing overall resources in the gameworld, the choice could be an important one. The way I imagine it is that founding several bases of operations near different naturally occuring resources would be preferable, and that digging up plants from more distant areas that would be too far to harvest to suppliment the natural resources might be the way to go. This kind of setup would help encourage travelling further out to get more of an elusive resource, and due to the element of chance in trying to dig up the plants there is more of a sense of adventure in it (rather than knowing 100% you’ll get X number of berry bushes from a location). Making these kinds of changes in general environmental difficulty would make the early game less of a cakewalk like it is at the moment, although even if current resources were halved along with a low % chance to produce a plant when digging, it would certainly be within the grasp of the average player to create permanent camps planted with needed resources. However, it would be a (I think) fun challenge to find and build up a bunch of bushes, or grasses, or whatever resource you wanted, with perhaps some sense of achievement to it. At the moment I’m seeing screenshots of people planting 50+ of everything in big fields all around their camp with no difficulty in doing so. On a side note - having plants around that don’t yield resources, to fill up some screen space in the absence of some current resources, would give the opportunity to use them as decorative items should you wish to dig up and replant shrubs/saplings around your camps.
  11. PART 1 Since it’s so close to the next update, and i’m really hoping some new map generation will be included, i’ve been waiting to start my next run of Don’t Starve. So instead of playing briefly today I decided to write up some observations and general ideas. So aside from the feather hat I have built/tried all craftables, done battle with every kind of monster and played all the available characters. I would certainly say i’ve used all the content so far. After a few deaths just working out what in the game is deadly and what isn’t, i’ve ended up suiciding with all the characters just to try a start with each one. To start, let me just say I really love this game - the art design, quirky character quotes/personalities, and feel of the game world are all excellent. I found it by far the most entertaining at the beginning, having no idea what to do (didn’t read any spoilers) and testing things out. However, one thing that seemed pretty obvious was that the only threat to surviving was really doing random dangerous stuff as part of the learning process (dying at a beehive, spider nest, fighting tree-zilla, etc). Gathering enough food seemed really trivial even on my first playthroughs, and that was without using any “exploits” - I was using traps with bait to catch rabbits and bird traps to catch birds. Never even saw a reason to transplant berry bushes although I did later on just for the fun of building a garden of sorts. My first suggestion would definately be making the (early) game much more difficult. There are just so many resources around, and sources of food, that it doesn’t feel like a struggle to survive at all. Now I was considering the result of having far fewer resources around, and initially that would seem bad simply because the map would be quite bare and unappealing. Perhaps it would make more sense to have some “filler” type things, such as shrubs or sapling trees that are too small to yield usable resources. This way it would be possible to avoid the abundance of resources we have currently without making the screen look barren. On my last start i had more than 40 carrots after a couple of days of exploring, that seems totally excessive for a game focused on survival. I understand that some of the problem with re-starts seeming quite easy currently is due to the research system, which will be changed (hopefully this coming update), and that should help to make a new start a bit more fun as there will be more to do with prototypes. No big suggestions here as I quite like the idea of building prototypes, hopefully at a much higher cost so that it is not trivial to just research everything. Can’t really say more on this until the new system is revealed! So, what seems like the biggest issue for devs and sometimes for players, is having a “base” that is just too safe, as well as lack of motivation to leave and explore. I felt like the idea of having resources be divided in some cases between different biomes was designed to encourage the player to travel between different areas to gather needed resources. However, transplanting of course made it extremely easy to go dig up however many grass/trees/bushes you need and build little farms of the stuff at your base. I had two ideas that perhaps would help with this problem. Firstly, having the process of transplanting reduce the output of the plant. So once a plant is moved, it then will grow much slower than in the wild. Providing the reduction in growth is significant this would mean wild plants would be much more valuable in terms of yield as transplanted ones. Now I know people reading this will be thinking “if that was implimented, we’d just go dig up as many extra plants as needed to compensate”. So... secondly, how about changing the mechanics of digging up a resource, so that it does not automatically produce a plant that can be replanted. Say if you only got a plantable resource 20% of the time, it would be more of a risk/reward choice to try and dig things up as you might end up destroying them. Now if this was combined with my earlier suggestion about reducing overall resources in the gameworld, the choice could be an important one. The way I imagine it is that founding several bases of operations near different naturally occuring resources would be preferable, and that digging up plants from more distant areas that would be too far to harvest to suppliment the natural resources might be the way to go. This kind of setup would help encourage travelling further out to get more of an elusive resource, and due to the element of chance in trying to dig up the plants there is more of a sense of adventure in it (rather than knowing 100% you’ll get X number of berry bushes from a location). Making these kinds of changes in general environmental difficulty would make the early game less of a cakewalk like it is at the moment, although even if current resources were halved along with a low % chance to produce a plant when digging, it would certainly be within the grasp of the average player to create permanent camps planted with needed resources. However, it would be a (I think) fun challenge to find and build up a bunch of bushes, or grasses, or whatever resource you wanted, with perhaps some sense of achievement to it. At the moment I’m seeing screenshots of people planting 50+ of everything in big fields all around their camp with no difficulty in doing so. On a side note - having plants around that don’t yield resources, to fill up some screen space in the absence of some current resources, would give the opportunity to use them as decorative items should you wish to dig up and replant shrubs/saplings around your camps.