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Posts posted by tangmcgame

  1. Well, the rationale for hounds attacking them rather than spiders is that you can't dictate your proximity to hounds and they're the only enemy I know of that will ignore Wilson to eat meat. I don't necessarily think they should prioritize Effigies if you're close to them, but if you're nowhere around, they should go for the easy food.

    Another idea I had. Instead of losing permanent health whenever you resurrect at an Effigy, what if you lose permanent health when you make the Effigy and are only returned a portion of that when you come back. Say, you lose 20% when you make one and get back half of that when you use it. Take Wilson and have him make 3 Effigies. The first time he loses 20 max health, dropping him to 80. The second time, he loses 16 health, dropping him to 64. Third time, 12 (rounding in player's favor and for easier math in a sec), so his max health is a dismal 52.

    He dies once and regains 6 max health (58). Dies again and regains 8 (64). Dies yet again and he's back up 10 points (to 74 total). It'd be punishing whether or not you actually die and it would definitely prohibit spamming Effigies while firmly putting the choice in players' hands.

  2. A few alternative ideas to deal with the issue:

    1) Double the resource cost of Effigies.

    2) Give Effigies a duration. They last 7 days or something like that. You have to be smarter about using them.

    3) Every time you resurrect, you lose 20% of your maximum health and hunger. It might be "science," but it ain't perfect.

    4) Have hounds attack and eat Meat Effigies. This would make surviving the massive endgame packs a real challenge.

    5) Whenever you're resurrected a nemesis of some kind is spawned on the map. It hunts you. It's deadly. It should take some special consideration to fight it.

  3. Well, the idea would be that you're making a decision. In the case of the Storm Plains, you're choosing between short-term gain (faster crops, berries, grass, twigs, trees) and long-term stability. Maybe it would be cost-effective to build the lower tier farm plots there since you're going to lose them at some point. I don't know exactly how it would all play out, but I don't think any of these locations should ever be a reason for a whole new mechanic in the tech tree.

  4. I feel like the characters have some personality, true, but I don't feel like it's so strong that there's not a lot of room for personalization. Besides, the Quirk list could be expanded to the point where there's at least one or two that are appropriate for each character as they are. Like, for Wendy, maybe:


    Nothing gets you down. You're completely unaffected. By what? You don't know. Couldn't care less. Your sanity slowly regenerates while you stand still, but your map doesn't get filled in as much when you explore.

    Perpetually Haunted

    You've got a problem. Well, problems. Dead ones. Ghosts just won't quit bugging you. Sometimes they're helpful, other times they want to take your things. You know, like your toys or your food or your spleen. When an animal dies there's a chance for a ghost to rise. This ghost could be friendly or hostile.

    But like I said, these should all be optional and provide no net benefit. So you don't really lose anything by not taking them. They're just more choices you get to make as a player and a way to alter gameplay in, what I feel, is a game- and theme-appropriate way.

  5. I was thinking how cool it would be if you were wandering along and happened upon named locations that rarely spawned in maps. I think it could inject another measure of replayability and certainly make exploration a bit more rewarding. Maybe they would be only cosmetic (which would be just fine), but I think it would also be cool if they enabled a slightly different style of play. Anyway, I've got a few ideas.

    The Abyss

    So you're wandering along and BAM! A giant, infinite, black hole into nothingness. Lights are dimmer and if you activate the abyss you stare into it for a long, long time. I have no idea what game impact this could or should have, but even just being there and looking awesome would be enough.

    Mer Cove

    A bay in the sea with a small island in the middle. You can occasionally catch glimpses of mer people flitting through the water. You can fish in the waters, but from time to time you'll be assaulted by LAND SHARKS!

    Storm Plains

    A place where it almost always storms and thunders. Plants grow a little faster but you have to watch out for tornadoes which can strike day or night and will hurt you and destroy any permanent structure they hit.

    Lost City

    An ancient, ruined city. Tons of places to excavate for treasure, but you steadily lose sanity for being inside. Plus, ghosts aren't the worst things haunting the night.

  6. I started a fresh game and it does feel pretty easy still. I've been aggressive about clearing out spider nests, so there's the extra meat and early silk hoarding. I think they unnerfed seed drops too much. I was looking forward to trying the game with the reduced drop rate to see just how much more I needed to diversify, but between morsels from bird farming, meat from pig wrecking crews, honey in abundance, two berry fields (well, one now; never flame dart a gobbler), and six turbo farms (with pet bird who, even nerfed, multiplies seed count reliably) I feel safer and more secure than I ever was.

  7. Yeah, there was. Or something to that effect. I won't lie, Fallout 3's perks did have some impact on this idea. But I thought a more interesting take, for this game, would be something with give and take. Yeah, you get a benefit here, but it hurts you over there. Like I said in the original post, they're supposed to alter how you play the game, but not really give you an advantage.

    @BinarySpike: I could see Quirks being character specific and unlocked by playing with them. They could have hidden conditions that would unlock them (kind of like achievements). For instance, Entomological Enthusiast might be a Wickerbottom Quirk that's made available once you've harvested 200 honeys from Bee Boxes while playing as her. Each character could have maybe 6 Quirks but you could still only choose 3 and you don't have to choose any. I think I still prefer for Quirks to be generic with only a few prohibited for different characters, but I think either way could be interesting.

  8. It would be nice, but it just doesn't feel right for this game. I imagine all these characters as just regular Joes and Janes trying to survive in unfamiliar circumstances. I certainly don't think of any of them as particularly combat savvy. Except Wolfgang, but he's more fisticuffs boxer than he is ninja.

  9. My idea for Quirks is that they are traits you pick when you start a game that change the way you play. They all include a benefit and a drawback. You are not required to select them, and at most you could pick three per game. Not all Quirks would be available to all characters. Examples are included below to give you an idea of what I had in mind.

    1/16th Werewolf on Your Mother's Side

    Some in your family brag. Others keep it a dark secret. But one of your great-great-great-great-grandrelatives was a werewolf. According to legend, he or she was otherwise very polite and a generous humanitarian. Err...maybe "humanitarian" isn't the best word to use. Your health naturally regenerates at night, but when you eat vegetables or fruit you lose sanity. Also, on the full moon you quickly lose sanity.

    *Ahem* Thick-Boned

    Husky. Large. Bulky. These are the euphemisms you've clung to all your life to avoid being honest with yourself. You've got an appetite, no doubt, and the frame to prove it. Your maximum Hunger and Health are increased, but you receive less benefit from eating food.

    Childish at Heart

    Some people are childlike what with their sense of wonder at the world enormous. You are too, sure, but you're also just plain childish, whining about how hungry you are, how tired you are. Waah, waah, waah. You lose sanity much slower but you lose hunger much faster.

    Entomological Enthusiast

    Technically, you like all bugs, not just insects, but you're an Entomologist, darnit! Of course, your enthusiasm has led to some nasty stings and your nervous system has never fully recovered from the beating it's taken, what with all those venomous animals you like to cuddle with. You take less damage from insects or arachnids, but your maximum health is lower.


    You were sick a lot as a child. You didn't get to play outside much, either. On the plus side, you don't need as much to live on. On the other hand, you find it harder to live. You receive more benefit from eating food, but your maximum health and hunger are reduced.


    You'll never be a very successful person, but that doesn't bother you too much. You do exactly as much as you need to, and since you've gotten pretty good at taking shortcuts on jobs, you usually do even less than that! Structures you build require slightly fewer materials, but you can take no actions at night except to eat, sleep or fuel a fire.

    Painfully Meticulous

    Why do something in five minutes when you could take an hour and get it right? There are definitely benefits to taking your time, but do you really have to take so much of it? You may make up to five notations anywhere on your map, but constructing tools and structures takes three times longer.


    What sort of sick, twisted, demented jerk would kill and eat a cute, innocent animal? Those hounds just wanted to be friends! And anyone who even thinks about killing a bunny is a merciless psychopath who deserves to burn. You receive more benefit from eating vegetables but you lose sanity for attacking mammals or eating meat.

  10. For an anti-farming monster, what about a giant, underground worm that will ruin crops, destroy farm plots, and even attempt to swallow you whole? Alternatively, it could be triggered by farming manure or it could always be lurking around beefalo herds and will be drawn to the herd and kill a beefalo if you hang around too much.

    You could also consider giving beefalo an aggression condition. Maybe they attack on contact or prolonged proximity. Something to make farming manure take a bit more effort. Dunno', just spitballin' here.

  11. So I was thinking, instead of each character getting a flat bonus, what if their ability grew as you survived for longer and longer. The manner of progression could be different for every character. Here are a few ideas on how it could work:

    Wilson - His beard grows much slower initially, but grows faster every time it is shaved. Also, for each rank, his hunger depletes a little slower.

    Willow - Every time you start a new fire it slightly increases the efficiency of her fires. Every 50 fires you start increases the size of her free fire at night.

    Wendy - The likelihood of Abigail appearing increases for every unmolested grave discovered on your map. Digging up graves reduces the damage you take from ghosts, including Abigail.

    Wolfgang - Every time you restore Wolfgang's health, his maximum health is increased by 2 (to a maximum of 200). Every time you restore Wolfgang's hunger, his maximum hunger is increased by 2 (to a maximum of 200).

  12. A bear with insect wings. It would live in forests. Its tiny wings can only keep it suspended off the ground just a bit, so its toes drag along while it moves. It can be pacified with honey in the same way pigs can be (as in, it will follow you for a while), and while it's not immediately hostile it is extremely territorial.

    Maybe it could drop Comfy Pelts which could be used to fashion a hat, clothes, a bigger backpack, and/or a multiple-use bedroll.

  13. I've been playing and loving this game so far. I had a few ideas I thought I'd just toss out there.


    Crafted out of rope and sticks. It hits about as hard as a spear, but does so from range. There's a catch, though: it uses rocks as ammo.

    Lasso, Hay, and a Beefalo Pasture

    Craft the lasso out of rope. Hay is grass that's dried on a fire. You feed hay to a beefalo until you get a speech cue that it's ready to be domesticated, then you use the lasso to lead it back to your pasture. Once inside, it can be fed hay to produce manure as usual, and every so often can be milked. Beefalo Milk can be used in cooking recipes and to make cheese and butter (maybe a new tool would be needed).

    Petification Station

    Any captured animal (one that shows up in your inventory) can be placed in this structure. That creature becomes your pet. It will stay leashed to the structure, but it should have a wide enough range that it can wander around your base camp. If the programmers can swing it, you could teach it behaviors by scolding it when it does something you don't like or feeding it when it does something good.

    Super Secret Pet: A pet rock that inexplicably grows over time into a boulder. Of course, when you mine it, it will rumble sadly with every swing of your pick. Additional Change: Hounds and Spiders hit by a sleep dart may be picked up in your inventory (and therefore placed in the Petification Station).

    Beneficent Transmogrifier

    It functions like a crock pot, but the recipes are more precise. It essentially allows you to convert certain kinds of resources into another kind. For instance, two sticks and two grass might get you one rock. A stick, a flower, a pine cone and a grass will get you three rocks. The only problem with this is that it'd essentially just be used to make rocks.

    An alternative would be to give Transmogrifier a single slot and you can put any one item inside. Every item has a list of other items it could be transmogrified into with their own probabilities. For instance, Grass could end up as a Stick (70%), a Carrot (20%), a Pumpkin (9%) or Gold (1%).

    Improbable Juicing Contraption

    Another item that functions like a crock pot, but you can put any items into it. The recipes are fairly precise. The results, instead of food, are tonics which are essentially potions. There would be no healing tonics (for health or hunger), but instead tonics would give you some benefit that lasts for a day (or night). Examples:

    Elixir of Curiosity - When you reveal new areas on the map, more is revealed than would ordinarily be. A regular Louis or Clark.

    Hyper Tonic - You walk faster for the rest of the day. Run along.

    Cat's Eye Philter - You can see in the dark for a whole night. Now you can see what's eating you!

    Flying Balloon and Tethers

    Essentially, this would be a fast travel system. You have to research the balloon and tether separately. The balloon would have some pretty steep material costs. Tethers can be built anywhere on the map and would have a moderate resource cost. Once the balloon is constructed (it must be constructed at a tether) and you have at least two tethers built, you can fuel the balloon (exactly how you would a regular fire) until you get the prompt that it's ready to fly. Then you climb on board and select one of your tethers and the balloon will fly there.