EuedeAdodooedoe

  • Content count

    1,465
  • Joined

  • Last visited

Community Reputation

1,187 Excellent

About EuedeAdodooedoe

  • Rank
    Game Blamer
  1. [Game Update] - 315751

    And I do, thank you, that makes quite a bit more sense and gives me and insight to understand what you meant. I can see this perk not being much of a problem, though I guess the game isn't made with good hunger issues in mind unless you have absolutely no idea what you are doing. I have had some issues myself when running out of food while in ruins or caves actually, even as WX, so either I'm really bad at managing my hunger or there's a bit more to this (I've had plenty of cases where people run up to the fridge while I'm cooking and say "I'm starving" in the chat, and these are pro players that I've played with on the regular). With a x1.5 hunger drain, Winona's hunger meter would essentially be as if it is at 100, with foods giving only 0.67 or so of the value for hunger than normal, mathematically speaking. This is almost on par with Wes, who would be 90.4 with his hunger drop rate vs his actual hunger points. You could have Winona's stomach be a measly 100 too, which would put her much more on the edge of starvation and her dowside taking effect. My idea here was to give a balanced downside that is between what was her downside before and what her downside is now. Do you still think, even with x1.5 hunger rate, the challenges of having lower hunger, and may be even having 100 hunger total make it always so easy to manage her downside vs the upsides that she gets? How would you balance it out with the perks I presented before?
  2. [Game Update] - 315751

    @Sweaper that doesn't explain much. It's a rather good and powerful perk, but how is that a bad idea? I don't think Toros elaborated enough with why they didn't like my suggestions, like the specifics and all that. Is it because you and they think that it's such a powerful perk, no character should have it at all no matter what?
  3. [Game Update] - 315751

    I can see your point to an extent. The character should have perks that make them great, but some changes to some other character may nullify that. Woodie for instance was a great chopper, until Maxwell showed up and took all the glory, because his minions do the chopping faster, automatically and without penalty as opposed to him. Though I do still stand by the point that she hasn't got much going for her to be played constantly. Bearable, but not really useful or having of a reason to play as her after some catapult and spotlight setup. If anything, I really wish she could be used to craft things at half the cost for her to be something to keep playing as and being more fun to play in general. With unique perks like that, a lot of the issues are solved, and there's not much of a room for usefulness conflicts to occur.
  4. [Game Update] - 315751

    I don't think I agree with you on that one. Care to elaborate? Slow walking speed, normal crafting values, slower crafting and resource collection speed when hungry can put the player in tough situations if you stay in ruins for too long or have critical situations to manage. Like many characters, having 2 - 3 good perks and either 2 average or 1 challenging perk seems like a fair way to go. What do you think her disadvantage should be then if she has perks as good as what I mentioned? Waiting till Willow changes, which may be next month would be too late, as she would be the focus. Winona is the focus this month, so I think it's best to have a lot of focus on the character before moving on.
  5. [Game Update] - 315751

    Some really nice changes, but as @Alarsin mentioned, she now has no drawback at all. Usefulness wise, she's almost at Wolfgang level, because for both of them, drawbacks aren't drawbacks, but minor inconveniences you won't even notice are happening. So now, Winona is tolerable to keep playing as, may even be quite fun, but still has not got any real reason to keep playing as, has no decent drawback and has powerful craftable structures that still make her very much droppable after setting up some canons and spotlights around. I would really suggest following changes: 1) Allow her to craft things with half the cost, as if she had construction amulet (with the amulet equipped, she could craft things as low as a quarter of a cost). 2) Allow her tape to repair armors and weapons. 3) For a drawback, she could have a higher hunger drain (x1.5 - x2 or so), may be with higher hunger overall (200 instead of 150? Or may be not, but x1.5 hunger drain with 150 hunger could work as a challenge), and when she hits a threshold, she would lose the ability to craft with half the resources, would craft slower than an average player and walk at 4 speed by default instead of 6. 4) May be make her to harvest things just as fast as she does crafting as well?
  6. [Game Update] - 276457

    Man, it sure would be nice if the cookbook saved and showed you the NOT cravings and what you get for NOT satisfying a craving as, right @V2C?
  7. [Game Update] - 276158

    Kind of late for all of that, don't you think? The event ends in like what, 4 days? So unless you're bringing it back at some point, this seems like some time wasted. Funny how long it takes to realise obviously inferior traits for characters that none would want to pick because of. Ech, we're too lazy, why not make this more automated Nah, you're confusing the end of summer sales on steam with the end of The Gorge event on DST.
  8. Not long ago, I tried with a friend to set up some different settings for a world with changed world settings. I wrote the changes for both caves and overworld. Both applied correctly, except that viewing the world settings for caves, while on the server selection screen doesn't show the changed settings. The overworld settings were possible to view correctly, however. I know changed settings were applied as we got more Slurtles and Batilisks all over the caves than usual, but the server on the selection screen shows it as if the changes were not applied and as if they are set to "Default". My friend hosts from a Mac OS, though I play from Windows. I've attached the cave and overworld worldgenoverride.lua file just in case for you to test.
  9. I think that if single player had tweaks and bug fixes being done for it like it is for DST, it wouldn't be considered dead even if you announced a new DLC a day before it is done. It's when seemingly no attention is being given to something when it can look abandoned. I can see how you guys have a lot to tackle, though DST and a lot of other stuff seems to get much more attention than single player DS, generally speaking. And single player has a lot of bugs already from SW alone. Adding another DLC will just stir the pot even more. At this point everyone's gotten used to the idea that DS and DST are split, but may be if they weren't, then focus would be put onto one game. It's probably the best solution to the case, but at this point, would that be something that you could or would want to do and if so how...
  10. Probably best to announce something if it's like 1 or 2 months before they know for sure it to be released may be? Then the "coming soon" isn't really a let-down of any sort.
  11. What Winona needs

    ... ...? ...! P.S oops didn't notice the necropost... you shouldn't really be pissed about that anyway -_-
  12. [Game Update] - 247691

    @V2C after some testing, so far, Dragonfly, Bearger and Deerclops despawn after spawning in/being attacked/aggroing/attacking. Didn't happen to Goose though, killed 2 even without any problems.
  13. What Winona needs

    @Mr. Hastings could you make a video on how to draw in the artstyle of DS? I'm sure it could be useful for modders, since most mods include artwork that is very sloppy or doesn't fit the artstyle (some of Klei members included >.>), and I think a tutorial could help turn that around. Don't like this concept, but I like your art work here!
  14. Mechanic change proposal mods

    Version 0.1.0

    114 downloads

    The purpose of these mods is to provide some proposals for change in mechanics to the developers, help with balance, take up some part of balancing to allow the Klei developers to focus more on other things, while at the same time letting other players out there test the mechanics of these mods to see how well they like them, as well as get feedback to further improve them. Any mods within this file will stay for so long as a certain mechanic is not in place. Whether any of these mechanics are applied to the game depends entirely on the Klei forum, and of course, the Klei DST developers themselves. You can play-test any mechanics from these mods to give feedback on how well you like its contents to help with the process. The mods within this file are created for Don't Starve Together only, therefore most of them may not be compatible with the single player version. You should take in mind that some of these mods were created while A New Reign sequence of updates was still in beta, so be careful with the installation if you cannot access this content in any shape or form. The content of this mod was created using a DS software tool called Sublime and on Windows 8.1 operating system. Any issues in regards to other platforms and operating systems I may not be able to help with. Mod contents Desirable features that are not in the current build of this mod file WARNING: The methods in which some of these modifications have been created involve creating copies of existing files and then editing them. To my knowledge, these mods are compatible with each other, but may not be compatible with other mods out that that use the respective edited files within these mods. Enable with other mods out there with caution, if you so choose to do. The reason a large part of the code is done this way is to keep it easier to create this type of content and to allow developers to make changes more easily, if they decide to include any of the content provided within these mods. If you encounter any bugs, errors, exploits or overlooks as a result of these mod mechanics, or if any information given here is in any way inaccurate, please let me know. Special thanks goes to @Arkathorn and @Desblat for their help in guidance of mod coding. If you want to contribute to the way the you can post your own mechanic changes seperately. Additionally, any changes that aren't already mentioned here, which you think would do well for the game (in relation to what the mods here already cover, e.g. Willow) are welcome. Also, any constructive feedback is welcome. You can discuss this mod and anything related to it in the comments of this mod file page, or in this topic.