Ran

  • Content count

    124
  • Joined

  • Last visited

Community Reputation

15 Good

About Ran

  • Rank
    Member

Badges

Don't Starve
  • Contributor
  1. Yay, a brony! :D Atleast i assume so.

    We are kinda rare here.

  2. I'd say simply making it white/gray, perhaps with some transparency, and much thinner would work. Maybe also making it discontinued rather than full. Even a really really thin line can be noticeable in something like that, it won't be hard to see.
  3. tridents

    The thing is if you need more than 1/3 of your strength to pierce flesh with a spear... you're not in the best shape, lol. Normally it shouldn't really be an issue to do so with what's basically a 3-pointed spear. Otherwise they wouldn't even exist as a weapon to begin with.
  4. Cycle Length

    Oh but I do want longer nights Right now it's almost a blink, and even if it transitions to night time while you're being chased by five spiders, two hounds and one tallbird, you just need to have a big enough fire and run around it for two minutes. I've done it, lol.Then again, we'd also need some better way of avoiding enemies during the night, cause I don't wanna be running around in circles for ten minutes either xD Or you can just, you know, plan while paused, lol. But really, the thing is not planing what to do, it's not being able to do much even using every single second of the day in something productive. I mean, I dunno, it's fine now I guess, but it just seems a few things like traveling long distances and exploring the map take up a whole lot of days.
  5. tridents

    I think, first things first, what we need to make clear here is what's the objective of making a new weapon: diversity or progression? A.k.a. should the new weapon be plain better than the old one, making a weapon progression, or just be the same in "power" but different in how it works? I think both things have its pros and cons. Having a "linear progressions" can be boring, but at the same time it kinda rewards to keep going and getting further in the game, giving some motivation. Having a bunch of equally good weapons can be more fun at first, but in the end most people would just find which weapon suits em best and simply stick with that forever, and all the rest of the selection would be pointless. Then there's also the possibility of making situational weapons. Not better or worse overall, but simply better or worse for specific situations or objectives. Although admittedly right now there's not much need for that, but there might be in the future with new monsters and dangers added.
  6. I like the idea, but I think it might be getting a little too complex. I mean, it's not just about ideas, it's also how easy/hard it'd be for them to actually implement them. Just giving each food certain "diminishing returns" depending on its complexity to get would be enough. And I'd say the most complex ones could do without any penalties at all. After all, you're already putting effort in getting those. Also: It's not called "Cooking with Wilson" either From simply not starving to death to having a wide assortment of food to choose from, there's a big difference. I'm just joking though, don't take it seriously xP
  7. Cycle Length

    As much as I'm sure many would be completely against this, I have to agree. I mean, doesn't it seem a bit contradictory? I keep reading about how they don't like players having everything in their base and want them to go explore, but at the same time they give us really little time to safely explore, having to constantly be making campfires to keep going. It kinda makes one more likely to want to go back to the main base rather than setting a temporary and probably unsafe one each night. Although admittedly, big part of this is also inventory space. There's no point in exploring further if you can't get anything you find, right? But well, that's another topic.
  8. I never really liked the idea of being able to change characters in-game. It kinda messes up with the whole character selection, makes it kinda pointless. And while giving other characters their own craftable objects is a nice idea, it wouldn't be necessary, really. I mean, Wilson's "special ability" is a craftable object, other characters have their own ability. Still, even being character-specific, I think there should be some further effigy-nerfing to make other characters viable too. I like the "only one crafted at a time" one.
  9. Natural Disasters!!!!

    The hail part made me realize something. Did someone ever suggest rain? Wouldn't that be the single worst thing ever? I mean, right now it'd be almost impossible to have any light source under the rain o_o It'd basically be a death sentence at this stage, lol.
  10. Maybe making it take longer to catch anything altogether. Like, WAY longer. Cause I gotta say I was really surprised when I realized birds come within a second of placing a seed on the trap. Not only it's easy food, it's also kinda silly and unrealistic. It's literally instant right now XD Something like having to leave the trap for some in-game hours to actually get something might work. It'd also reward getting multiple traps if you actually wanna get food faster, which means more resources and inventory management, so it seems fair. And maybe even only make it work when the trap isn't in your screen. Birds should be less likely to approach when there's someone right next to it.
  11. I call Diablo Don't Torchlight 2 Starve for GotY.
  12. Fitness, my sworn enemy, we meet again...
  13. Lava, I didn't think of that. It certainly could be an easy way out, lol I honestly don't know what's the difference between cave and cavern, lol.
  14. I can agree with this and I don't see why anyone would be against it as long as the two modes are kept separate. Why would you care what others play the game like? If you like it hard, play survival. Let others play however they want. Not to mention it seems like a really simple way of making it much easier. Just adding a save/load function, that's it. No need to change any mechanics. I'd suggest also making them have separate research points, so you don't research everything in the easy mode and then play the hard one with everything unlocked. But seeing how they are gonna completely rework that, I dunno how it'll be.