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Everything posted by Deceiven

  1. New Files in DS

    The new files suggests the boat can be burnt? Try setting it alight? Or perhaps this is something which we'll see later...
  2. Don't get me wrong, I enjoy playing with all people whether they've got 1 hour played or 1000 hours played and am always happy to explain a couple things to those who ask. However after around 10, 15 days on a public survival server after a base has been established, a lot of inexperienced players tend to just start hovering around the fire pit just leeching supplies not really knowing what to do. They want to help I'm sure but they've probably been scared off in the past by some nob shouting at them "DONT MAKE JAM IDIOT" or "WHY DID YOU PICK THE BEEBOX FLOWERS YOU NOOB" and god knows what else. I personally try to give them some jobs to do like catch some rabbits or make a berry bush farm say. But even then it feels like I'm giving chores out. TL;DR What are some fun and useful jobs to occupy even the newest of players so they don't stand around base all day doing nothing?
  3. Personally I think that the "BAM! SURVIVE!" aspect is what makes don't starve so fun though. You slowly learn from every death, being clueless is fun. However, you're right, you don't get this in multiplayer because no one trusts you to do anything, you're sheltered from the danger. That die-learn die-learn way of playing isn't an option here because you can't just start again, everyone suffers because of the ghost debuff. It definitely needs addressing.
  4. This is so true! Think you're on to something there, I think someone else mentioned letting them create their own outposts at key locations. Gives them something to feel proud of rather than just collecting resources for the experienced people to deal with.
  5. I like the idea of giving them an official role instead of just some jobs. Far more encouraging
  6. Seems like all the fun jobs are off limits at fear of them dying and all the monotonous jobs are the ones they'd otherwise get stuck with
  7. Can't imagine them being too happy to always be on basic resource gathering duty, but it's got to be more fun than standing round a fire all day surely!
  8. Usually what happens, but it isn't sustainable. Especially when you've got three people doing that, all eating their share, food runs out fast and none of them are really bringing a substantial amount back in.
  9. No real incentive to play summer? Well here is a potential solution; a summer exclusive feature that actually makes sense and is easy to build any new content into. For instance if people want a summer version of the Walrus Hunting Party then this lake could perhaps dry up and expose a dry, cracked riverbed inhabiting scorpions, snakes or perhaps even destructible termites mounds. - Tons of potential. The lake could then fill up again when it rains in the Autumn and will be dormant until the next summer. I'm not sure how the transition between lake and no lake would look and how the creatures can spawn without just blinking into existence, but it's an idea. Note-able comments:
  10. I'm all for modding, but I don't think something as game breaking as no permadeath should be as easily available in the vanilla game as a big button saying "click here to never have to worry about dying again". Look at this thread for instance: People DO lack self control and people WILL ruin their gaming experience completely unaware that they are even doing so. ---EDIT--- The option wasn't here in the first place.. this would be an addition to the game not a limitation.
  11. Of coarse it should, and having an option to have it turned off or on is the dumbest thing I've ever heard. Permadeath IS don't starve. Giving people an option to have it turned off may sound desirable at first, but I know for a fact if I've had an option to just respawn every time I died I would not be still playing this game to this day. The game is just so much more rewarding and intense when you know all your effort is at constant risk of being lost, players would be unwittingly limiting their Don't Starve experience with such a feature...
  12. What do you mean? The gameplay doesn't define whether a game is single player or multi-player, the amount of people playing the game does.
  13. You're just repeating yourself, If you read before I said why not make it vicinity based, its not a perfect solution. But I'd rather that than this game becoming cull simultator 2014
  14. Hmm, I can't see it being too difficult to coordinate ~4 people in all fairness, we're all after the same goal after all: To Survive. But I see your point how some people may run off and do their own thing but at times when people are in fact working together, which I imagine will be most of the time, then everything instantly becomes a breeze to kill, caution & careful planning is no longer necessary, you can just zerg the entire game.
  15. What do you mean? Are you trying to say adding a new player to a game is going to be no more useful than recruiting a pig? And there's something less rewarding with slaughtering spider den after spider den with ease in comparison to the more fun and satisfying method of setting up traps. At least that way spiderdens aren't a joke.
  16. I don't mean to be rude, but I couldn't get a solid point from that text.
  17. I don't think you understood what I meant, if someone DCed, then everything would scale down whilst they are out of the game. Anyhow I proposed an alternative, monsters instead scale with players within their vicinity. That it a potentially viable solution. Not the best, but it beats all monsters becoming just pitifully weak if you decide work together. Challenging combat is a huge part of Don't Starve.
  18. Why can't the power of creatures scale with the amount of people in game? And if you want to do your own thing and be independent then why not play single player? --edit-- Perhaps even monsters scale in power depending on the amount of players in it's vicinity, that way, if someone is on the other side of the map doing their own thing, perhaps because of a PVP server. Then you'd be at no disadvantage.
  19. Yeah fair enough, just for me combat is a major part of Don't Starve, I enjoy the challenge, whether it's a giant on day 50 or a small group spiders on day 1.
  20. Would you not agree this is such a stale way to keep the game difficult? Don't Starve will become the Tim Burton equivalent of farming simulator... Farm all day, monsters now a joke.
  21. I must disagree, I don't want a multiplayer which is hard because we spend all day everyday scavenging for food off monsters which no longer pose any threat. As a team we should be just as cautious taking down a large spider nest as when taking one down on single player. Otherwise PVE will just become a chore rather than an exciting high-risk, high-reward experience.
  22. Exactly, I actually think swapping tier-B and tier-A would be a perfectly plausible fix
  23. What Does Your Base Look Like?

    Haha thanks , I'm slightly obsessed with symmetry as you may of noticed. But by all means steal what you want! The great thing about this design is everything in my base is in range of the four fling-o-matics except for the fires in the centre
  24. In fact I feel this tier list is mainly focused on individual power rather than contributing to a team, wolfgang and wigfrid may well be great fighters but their eating habits may prove difficult at times when food is low
  25. If you you are going to divide characters by their usefulness in a team then wickerbottom and wilson should be A-Tier for sure. Wicker's free science tech is 4 times as useful than singleplayer, she can create backpacks, spears and log suits for the whole team right off the bat. The books themselves are worth A-Tier imo, (which btw only she can read since the remaining characters are all classed as iliterate.) As for wilson well I think your underestimating his beard growing ability, it's awkward enough collecting one set of beard hair for a meat effigie let alone 4. Wilson can insure his whole squad's survival alone. And how can you put a value on life ?