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About Alfons100

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  1. Can anyone send me a clip of them making sounds?
  2. I would just tone Flatuence down and do that it only spawns when they visit the Toilet, this way you can atleast regulate where this damn gas goes instead of the worst places possible. Like farms.
  3. Klei has been styling on us with some modern bosses they've made. Like Toadstool, Fuelweaver or Shadow Chess pieces that are far more interesting than many other bosses we've recieved, of course we shouldnt forget DST: The Forge that added enemies and bosses that require a very fundemental skill: Teamwork Since the Toadstool is meant to be fought cooperatively, it has some unique mechanics that go beyond "Kiting" it. and thats something I think should be done more. Sure, I don't doubt future bosses that DST will be something like the ones from The Forge or A New Reign (In other words: fit for a multiplayer game), but I think old bosses should get a little retouch, because they've fallen behind overtime. Because DST has "Together" in the name, I think some bosses should be improved to require and encourage teamwork in order to win. Some examples can be: Pine Treeguardian: They will now regenerate HP and have longer attack range so you can't kite them, unless they're burning, but they burn for less time and are more difficult to light on fire (Will need multiple torch hits or needs to be lured into something on the ground that is burning). This will do that someone in the team needs to make sure the guardian is constantly burning with say, a Firestaff or luring it into some burning items. This will add a new element of management because you want to make sure you wont burn down the entire forest in the proccess, and requires someone else to have aggro as someone prepared a little fire pile. Deerclops: Will summon icebergs (that stay) every time it attacks, if you stand near the iceberg it will quickly chill you down. As it continues to attack, it will become unbearable with how many icebergs there are where it becomes an icey maze, but they can be shattered each with a pickaxe. This will do that you and your team needs to manage the amount of ice there is, and make sure someone is kiting it and keeping it busy in the meantime The point of the icebergs is that deerclops can do a telegraphed "antler charge" attack that will catch anyone unless you immediately run to the side, if there's icebergs in the way, they will be caught by it. Its a job to regulate the icebergs so no one gets hit by the antler charge attack, or freezes to death. -- I don't need to describe every boss, thats up to Klei, but usually the bosses that most people run into that we've all seen before could need some revising. See it like Terraria: Expert Mode with some new mechanics thrown in that isnt just stat-increases. The bosses in singleplayer DS could stay the way they are because you're on your own, its harder to make fair and balanced fighting gimmicks, but why not take the oppurtunity to revise a few bosses of DST so there's more aspects to them other than kiting them until they die.
  4. Forge proved that Klei can make some fun bosses, but honestly, I wish they revamped some older bosses for DST, so they require more teamwork to take down Perhaps Treeguardians will regenerate HP unless they're on fire so someone in the team has to make sure they're burning, or that treeguards root a target, preventing movement unless a teammate chops it with an axe. Maybe Deerclops will spawn ice chunks that will obstruct movement, but they can be dug with a pickaxe. So people have to work together to keep the road clear. The Forge bosses obviously had mechanics like revival, more-free magic abilities and not the crushing fear that you'll lose your survival world so it is easier to make engaging bosses, because Don't Starve was never based around fighting, but I think they should revise some old bosses to make them fit better with Don't Starve Together
  5. Weird to think that the most complex part about Rocketships in the game is the Fuel, and not the actual construction of the ship, which just requires Steel. Though, I find this a little difficult to reimagine in my head in a non-exploitable way, why not just build the Ship right next to where you're gonna send it away? And then just make a small cargo-movement to the launch-pad
  6. I agree, it does feel a little weird to be able to learn things entirely for free after a certain point. But to compensate we need to buff Jobs as a whole first, and make them give more meaningful traits. To make it a better "Build your own Dupe" system, plus it revitalizes Morale to require more than 25(right?), more difficulty. I think that a duplicant that is trained in every single form of work by basically carrying their colony on their shoulders, should have more expectactions than one that simply is an Exosuit Engineer. There should be more miscellaneous jobs that give neat traits, like "Negotiator" which does that Pleasant Chitchat and Met a Friend lasts much longer. Or "Miner/Architect Leader" which gives a percentage boost in mining/building to all those around them. Or perhaps Diver which increases their lung capacity?
  7. Klei just give us a "Butchers Booth" which has an Automation input, if it recieves an input it will call for a Rancher to go and pick up the oldest critter in the room and silently kill it for food.
  8. One of the things people wanted a few updates ago was a simple spring cleaning, to refine old or relatively new things because some had left some pretty bad bugs. So Klei decided to do a "The little things" update. And I think thats great. But they also said that the development is going to shift into more plain content, optimization, balancing and bug fixing. The QoL upgrades had very little content, just to would have the least possibility to reintroduce new bugs. Do you guys think that all "major" content is done so there's just little things left, or do you guys just think that the mechanics are all in place, so now they can introduce more content to these frames? For example, Jobs, Diseases, materials?
  9. I think this is what got Gravitas to go under...
  10. We simply need a "Butcher Booth" or something like that, with the Duplicant taking a critter into a booth, and then leaving with a piece of meat. When the building recieves a signal it will call a Rancher to kill X amount of critters, plus it always targets the oldest one in the said room. This will fix a lot of issues with... drowning animals, and also do that automating meat industries is much less of a gimmick hassle.
  11. So we've gotten a few insights on the near future of Don't Starve. Both for Together, Hamlet and a little bit vanilla. And a lot of it has been about the Characters, not all, but a lot of it. So we're getting revamps for a lot of DST characters, 1 new character for vanilla, 1 new unknown character for Hamlet, Wormwood for Hamlet, and several new characters for DST. Plus a little lore about some of the characters as the devs claimed. We havent gotten that many new characters in a long time, Klei must've been VERY inspired on wanting to see new character playstyles. Shipwrecked brought a lot of new elements so 4 characters made sense, Reign of Giants added 2 characters that were surprisingly not that much about the new mechanics in RoG, and Hamlet as of now going to have 3 characters. But now they want several new for DST, and overhauling some of the existing. This brought a little worry for me, that some characters will fill the same niche, making them less unique. But with Wormwood as we saw, he has quite a different playstyle. Which is good. But at the other side of the flipcoin, Wilba sort of has a similar niche as Woodie. They're clashing for the same spot in some ways. So I hope that the sudden surge in Klei wanting to throw all the characters around will pay off. Anyone else surprised to see Klei be this interested in Characters?
  12. Perhaps there'd be some Gravitas-made "Defect" critters that happen to be hostile?
  13. It should be possible to toggle it when making a new world, so you can have some bragging rights if you don't play with it.
  14. If Moos were easier to aquire and more effective, then mmmaybe Chlorine geysers would have some use, honestly, Moos should just be found on the starting planet because its usage and reward is so specific, by the time you have them, power is irrelevant.
  15. Actually a good idea, call it "Decor Expectations" which increases or decreases it (but it shouldnt affect Heaviwatt wire because then it would literally become a decor penalty nuke), but first they need to implement that some more things atleast got some Decor value to begin with, like pipes. Because I think pipes are ugly