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About RealmZero

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  1. Instead of making this argument about the green lines (which while I do not personally think obtrusive, a holdbutton+click would be good at solving this for those who do) the problem I have is the waste product of barren dirt. Does it grow back to what it originally was? If not I think the dirt detracts from the quality of the random terrain generation long term. And of course I could just choose not to shovel turf, but I mean in the case that I want to use the feature and not worry about that side effect. If dirt terrain was a completely new biome however, that would be amazing. Does no-one have a similar thought?
  2. I think this would be an awesome enemy to come across after disturbing its appendages, but I think it should have a quirky name like some other creatures in Don't Starve have. How about Squidlips?
  3. This is a wonderful idea, think of all the possibilities! It would certainly add a lot more appreciated character and uniqueness to the game. I agree also your sanity level should change what happens in them. My only comment is I think the grue should stay the same. That was the first way I died and the most memorable, plus I like that it doesn't show what happens, all the more mysterious.
  4. While I think this is a fantastic idea and one the game needs along with winter as a challenge, I do believe it will cause a few things to change in hunger and health values correlating to how their ability to stay preserved is, like seeds, and honey. I agree with what some have said, you could limit honey with availability or production of containers, but seeds could either become non food or very little nutrient depending on how long they last. It does seem a bit strange at first that adding an item to a stack would affect all the items longevity in the stack but for it to be averagely linear in that way solves the problem of stacking. You don't need more than one inventory slot for food, it all goes bad at the same time or all stays good changing the healthy food slot into wet goop and other food adding to wet goop as they go bad. That way you don't have the issue of when you inventory is full it falls on the ground each time an item rots. It's strange, sure, but perfect in management (if that is the way it was meant). The idea of unpicked food ripening and then going bad after it falls to the ground is an excellent one and fixes hoarding of berry bushes or just not picking farms till the time is right. As long as they fall in random order so you don't come back to nothing being left on crops/plants. Or fruits lying everywhere... though would save time on collecting if it did. This also does fix the problem of meat effigies if they follow a similar lifespan. Urteem proposed something really neat earlier on, rotted effigies (Pseudo-zombies?) could come to life and be evil Wilsons trying to kill you, that way you make one before a trip to somewhere dangerous (requires planning!) and when you get home that huge boon of not being able to die becomes a liability as it tries to cause it upon you. An interesting idea in addition with this I thought of is you could burn your effigies down with torches to prevent them coming alive, and gather freshened cooked meat back as a resource from them that way. The multiplier should be bad, like Mobius said, for leaving food on the ground, not "normal" though it makes no difference mathematically as long as its just a lot less viable than containers. Meat on the ground should survive at most one or two days, and be used really as a distraction to mobs only. Backpacks and chests should work as containers, but should standard inventory slots count the same? Again from Mobius, chipping at frozen ponds in former swamps is definitely an elegant way to gather material for an icebox in the winter. Because it doesn't allow you to preserve foods for longer when you don't need to, and does when you do! If we have live rabbits die when realistically shoved into containers with no food and become goop after a while, that would be good... Or they could escape from containers after a while and eat your crops hilariously. All in all, would be a great addition leading to further necessary tweaks. I'm for it. In a game called Don't Starve, starving should be a legitimate game over.
  5. I don't think you should be able to "dig" up swamp... and certainly not with intention to get rid of those awesomely dangerous tentacles. Or "dig" rock for that matter. Otherwise I sort of like it if it affects planting and spawns. I don't like the idea it encourages turtling, but hey I'm sure other stuff will help with that and if you've got nothing better to do, why not turf and make things nice and neat - could be a dapperness thing with the sanity meter. Will the bare dirt tiles ever grow back to what they were? Because every time you do this you're going to end up with some in exchange, and enough times the land will go barren except for your recreated section. If barren landscapes add new terrifying monsters that crawl out, people might be less hesitant to go about ripping everything up. Also I wonder if having periodic threats will affect individual biomes as much as the entire world, forcing you to move to different places, or build them.
  6. I like the idea of removing the research points and replacing it with your own strategic researching each game. It gives a lot of challenge for early mid-game and takes away a lot of the grind. My comment would be, I think it would be enjoyable and add a lot to replayability if different characters had completely different build potential or just more character oriented things they could create that others could not (ex. the Firestarter could have some interesting fire options, or better torches/campfires or special weapons like bombs) because right now I don't really have much inclination to play one character over another especially considering tents. The game could still have the ability to just place things in the machine, and give quirky comments on what you learn about the items like it does when you examine things.By unlocking enough research items per playthrough you would thereby gain more and more experience points and have a sense of progression without grind, two birds with one stone. Normal costs of items could be different for seperate characters as well in addition to the prototype costs. I also agree with what some others are saying here about the difficulty settings you are planning on, being able to change the amount of research you can keep or decide if you start from scratch. Or maybe just new worlds restarting progression while new games wouldn't. Anyways, the direction this game is headed in is very exciting and I most look forward to updates on options for taking you out of your comfort zone and throwing you into situations where you need quick thinking to survive. How cruel you can be to players is a fine line to go down, and one I think this game needs to walk on as much as it can.