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Wyvern

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About Wyvern

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Don't Starve
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  1. I found an Eyebone on my way to the teleporter in one of my existing worlds and Chester showed up, but in the newly-generated world I found a bone right away and he didn't. So it's likely that it's only affecting new worlds.
  2. This is pretty much exactly the wrong way to think about the game.So you played by massing large quantities of resources you didn't actually need, neglected to get the things you REALLY needed (namely a warm hat), and as a result you struggled during the winter and maybe even died as a result. Well...good! That's what's supposed to happen. That's how the game is supposed to play. You used a strategy that turned out to not be very good and so you died. Par for the course. In my first game, I thought it was a good idea to eat monster meat to stretch out my food supply. I went crazy and died. So I learned to stop relying on monster meat for food. In my second game I settled in a pig village. One night I came home injured and was attacked by a werepig. I barely survived, and the next morning a regular pig walked up and socked me to death. So I learned not to settle in pig villages. In my third game I tried to kite a Treeguard to death and got one-shotted. So I learned not to mess with Treeguards. In my fourth game I spent a night gathering reeds in a swamp by torchlight and was mauled to death by a tentacle that I couldn't see. So I learned to stop going into the swamp at night. In my fifth game I tried hunting beefalo for the first time, but I accidentally perma-aggroed more than one and was trampled to death. So I learned to always make armor before poaching beefalo. Dying doesn't mean that you failed and the game is too hard. It means you made a mistake and you learned something. So you put that lesson to use next time and maybe you live a little longer. That's how the learning curve is supposed to be: dying and learning. It doesn't make sense to die and then complain that the game should be easier so you can live longer without needing to learn or try harder. You aren't supposed to live a hundred days on your first character. I'm not certain people should be living a hundred days at all. If you want to talk about a real problem with the difficulty curve, listen to this: after that fifth death (all of those deaths were in the Insanity patch, by the way, so winter didn't exist yet...though I wouldn't have lived long enough to see it even if it had), I never died again. At this point I never even come close. Because once you've died a handful times and have learned a few lessons about what resources are important and which things simply aren't meant to be messed with, there's very little challenge left. The only thing you really HAVE to do in the first 20 days is get a warm hat (if that). That's it. You can chop all the wood you want in winter. You can hunt rabbits every morning and never starve even if you didn't stockpile a single scrap of food. You can just lead the Deerclops to a wormhole, jump through, and spend a night out in the woods while you wait for him to despawn with no risk to either yourself or your camp. The game stops challenging you at all. There is ultimately very little you even need to learn by dying before the game is just "solved". The fact that you even CAN sit in your camp all day--the fact that food and wood and every other resource you strictly need can be trivially acquired in your own backyard without ever exposing yourself to any danger whatsoever--is the real balance issue here. I wish EVERYONE was struggling as much as you were during that winter, all the time. Then the game would actually be challenging. It SHOULD be stressful juggling all your different needs against a tricking clock. It's a tragedy that all of those needs can be almost completely circumvented with just a tiny bit of knowledge and preparation.If Klei does their jobs right, the game is going to get harder on the default settings, not easier. Hopefully a lot harder. Although ideally it will take the form of making a camp full of infinitely-renewable resources flat-out impossible to acquire, rather than making it slightly harder to acquire. But it sounds like you're asking to make that point of total non-challenge easier to acquire, by making the learning curve easier. The learning curve is all there is to the game at the moment. There's nothing interesting on the other side of it yet.
  3. Winter balancing

    I went the entire winter eating literally nothing but meatballs made of rabbit/rabbit/berry/monster meat. And then rabbit/rabbit/rabbit/monster when I ran out of berries. I had over 20 morsels in my fridge when spring arrived. Hunt rabbits in the morning, hunt spiders/chop wood at dusk, return to camp for the evening. There's no need for anything else.Rabbits and beefalo are each, individually, more than sufficient to feed you for the entire season by themselves. There's no need to stockpile food during the summer at all with them around.
  4. Natural Disasters

    Random natural disasters could be cool, but I think establishing persistent day-to-day threats is probably a bigger priority at the moment.I'm also not a big fan of how easy it is to counteract the threats posed by the specific ideas presented in the OP. Any threat which can be 100% nullified via "never do [X]" or "do [X] once and you're safe forever" isn't really a threat; it's just a simple lock-and-key puzzle that you only need to solve once. Like chests making your items immune to tornadoes, for instance. You can trivially farm up as much wood as you want. The need to build slightly more chests than you would normally bother with doesn't put any meaningful pressure on your survival. A more "expensive" chest made out of stone or gold wouldn't either, because even those resources are very easy to amass in huge quantities.
  5. For the most part, when I'm talking about "farming", I mean it metaphorically, in terms of setting up a safe place to grind for infinite amounts of a renewable resources. Literal farm plots are not that big of a deal compared to a lot of other stuff. Rabbit and beefalo meat are drastically easier to accumulate in large amounts than grown vegetables (on top of still being available during the winter), and berries have less overhead. The most useful thing about them is probably the small chance to get pomegranates and dragon fruit, which can be cooked to restore a huge amount of health, but honeyed ham fills a similar niche and honey can be amassed more reliably.
  6. Your camping methods.

    I find that a single base close to a savannah biome with rabbits and beefalo is enough to meet all of your needs, although it can be a nuisance of there are no spider nests nearby to farm for silk. I've yet to bother with permanent secondary bases. When I go on long-range expeditions, I usually just go by torchlight (or occasionally a standard campfire).
  7. Don't Starve on....

    Does Microsoft seriously take more than 30%? With how anemic the offerings on the Windows Phone have typically been, you'd think they'd be tripping over themselves to incentivize developers to work with them.Besides, isn't the whole point of the Surface Pro that you don't need to rely on an internal app store for your programs? Even if Klei did decide to develop a tablet version, an iPad or Android version would reach a much larger customer base.
  8. I still find the game to be very easy if you're careful. You say not to take any unnecessary risks. If you look closely, you'll find that basically ALL risks are unnecessary. You don't need to attack level 3 spider dens; you can just leave them alone and get your silk from regular black spiders when they come out at dusk (currently, spider warriors never seem to appear unless you attack a nest). You don't need to attack pigs or tentacles or treeguards or tallbirds or anything. You can just get all your food from harmless rabbits and all your materials from totally unguarded trees and rocks and ignore or avoid everything else. Outside of farming the occasional black spider for silk (which are still easy enough to kite without taking damage once you've gotten the hang of it), the only time you ever HAVE to draw a weapon and fight a monster is when the hounds attack. You don't even need to put much effort into avoiding monsters; there just aren't that many mobile, openly-hostile creatures to be found. I find this to be one of many problems with the game at the moment. Combat is more dangerous and more resource-intensive, which is great, but the wilderness is so content to live and let live 90% of the time that it doesn't really impact your overall odds of survival too much once you get used to the new rules. If hostile monsters were a more consistent threat during your day-to-day survival activities, fine-tuning the combat mechanics would become more significant.
  9. The winter hat definitely has a dapperness component. I don't think it's as potent as the top hat, but even with the longer nights, I lost sanity slower during the winter with a winter hat on than I did in the summer with no hat. It's still a net loss, but a very gradual one.
  10. I have to say, that's a pretty cool way to go. "Attacked by hounds while already at low health due to recent mistakes" seems to be pretty much the way to die in the current version. You probably could have clawed your way back up eventually if you'd kept a few meatballs on you at all times (unless you didn't have any rabbits either, which would be very unusual).
  11. Logsuit

    The log suit is still very, very good for something that's made out of sticks and grass. Prior to the update it essentially made you invincible. Now that it's frail enough to break in combat, it's actually possible to die if you're not careful. But as long as you make sure to wear a fresh suit before you go into combat, you'll usually still be fine. If you're worried, you can always build a second set and bring it into the fight to put on after the first one breaks (if you're quick about it).
  12. And what, exactly, is wrong with someone dying on day 8? Sounds like par for the course for someone who's still learning how things work. I went through at least four or five characters who were brutally murdered before day 16 before I had completely figured out what I could do with my resources and what situations I could and couldn't handle. Death in Don't Starve doesn't mean you failed because the game is too hard. It means you made a mistake and learned something you can use to adjust your strategy next time. I had way more fun back when I was dying left and right than I do now feeling immortal. People dying on day 8 isn't the problem; people who live past day 100 are the problem.Or, more to the point, people who are expecting to be able to easily live past day 100 are the problem. Death is supposed to be an inevitability in this game. That's why there's a little popup that says "How long will you survive?" every single time you start a new world. Your objective isn't supposed to be to live forever, it's supposed to be to live a little bit longer than last time. A lot of people on these forums don't want to play an uncompromising wilderness survival game, though. They want a game like Minecraft or Terraria where they can build a nice little hut in a sandbox world and mess around with their toys forever (until they get bored and ask for new toys in the next patch). Those kinds of games are fine, and the market for them is pretty big right now, but I don't think that's the game the devs are interested in making, and I'm concerned that if they spend too much time listening to feedback from people who want everything handed to them and aren't willing to put thought into struggling and dying and discovering new strategies, the game is going to be stuck halfway in between and not really be able to satisfy anyone in the long term. Maybe I should make a post in the general forum about this... This sounds like an overcomplicated mechanic that doesn't actually do a whole lot to address the main issue, which is that there is no meaningful cost associated with spending resources to increase your sanity. You could quadruple the rate at which sanity decays and all it would mean is that you need to spend a few more minutes a week gathering grass, which isn't going to kill anyone. Being forced to spend a day not farming silk every once and a while isn't going to kill anyone either.
  13. Have you actually tried surviving a winter, or do you just panic and quit as soon as you feel like you don't have enough food?Honestly you could go into winter without a scrap of food and be totally fine. Rabbits and beefalo are completely unaffected by the cold, and either one of them can feed you forever with no problems.
  14. That's a bit unfortunate. I kind of liked how spiders were only safe to farm at dusk. It made accumulating an arbitrarily large amount of silk a little bit more difficult during the first summer (or at least a much bigger time investment). Although I guess the fact that wandering around spider nests at dusk has always been so safe is pretty dumb anyway. Warriors should really come out of level 2 and 3 nests on their own at night.
  15. I wouldn't consider that an issue. While it's true that the process of learning the game on your own is a difficulty curve unto itself, ultimately a well-balanced game should still be able to challenge a knowledgeable player. You don't really want a situation where a game loses all challenge once it's "solved". If anyone here is familiar with roguelikes, I could point out Dungeon Crawl as a positive example of this (its mechanics are fairly simple, but it continues to pose a tactical challenge no matter how well you know them) and Nethack as a more negative example (it's extremely complicated and loaded with nasty traps for the inexperienced player, but if you read all the spoilers, you'll find that the optimal course of action in any given situation is usually becomes very obvious).