UnknowX

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About UnknowX

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  1. I agree with most of your points, but DST boats also have it's problems. The cookie shape makes navigation a little complicated. Also it is very unrealistic that the wind automatically blows behind your sails. In SW the wind could hinder your motion if against your sails. I think the best would be a combination of both systems. Boat building like in DST, with an option for smaller SW like boats. Cookie size boats could still be mobile bases and certain structures could only be equiped on them, but we could have smaller boats with more mobility, limited customization options, and lower HP/taking damage along with the boat. Also with a mix of sailing mechanics from both worlds: rowing, contact damage and directional momentum from DST, and wind and wave mechanics from SW.
  2. If we examine shipwrecked, the ocean was full of mobs both helpful and dangerous, with their own mechanics and loot, which is something that the current DST ocean is kinda lacking. See the Rockjaw for example. Cool desing, but mediocre loot (just big fish) and hardly a treat because it doesn't agro unless you get really near to it. So is not going after to kill him. If we compare him to the swordfish in SW, the risk/reward is way better, because his loot is great although he attacks you on sight. Also, in SW you have to constantly explore the ocean because most island don't have enough or all the resources you need to survive. The main continent in DST has all you need to survive so the ocean is there just for you to explore if you have spare time or if you want to do late game content. To conter this, the ocean needs to be more appealing. Like having stuff you could see from the shore, but only could get by sailing the ocean, like the corals and mussels in SW. Currently we have the lobster mounds, but you can get lobsters with a fishing rod, not even needing to jump into the sea. Also, items or resources you get on the ocean should also help you survive better on land. Imagine if some islands had easy or guaranteed ways to get gems or gold early in the game or items to make better weapons and structures.
  3. So many possibilities... I would love to have two specific overhauls to the games: 1. Elevation: each biome would have a height number when compared to others, generating diferent altitudes among biomes, even completely cutting of some parts of the initial continent from early exploration, requiring new structures like ladders or ramps to be build to get access to them. This difference in altitude would also allow the existence of... - 1.1. Microclimates: specific weather effects depending on each biome. Higher biomes could get snow storms in winter, lower biomes cold get flooded in spring or the sea level could rise inundating the areas closer to the sea, some biomes could get less drier in summer, some biomes could have new effects in autumn, like leaf piles. To get some ideas. - 1.2 Mini caves: the difference in elevation would create walls between biomes, in which some mini caves or grottos could exist. This could lead to mini areas (Hamlet style) with new and old mobs, new items, access to other biomes or even later be used for base building. - 1.3 (Real) Rivers: water could flow from higher altitudes to lower areas and into the ocean, or forming lakes. They would be sources of fresh water and fish, and also be affected by the seasons, freezing in winter or drying in summer, also overflowing with strong rains. They could slow your motion when you cross them or even drag you when overflowing. 2. More sea content: more island, more set pieces, more mobs, more mechanics and interactions among them. For now the ocean is still very empty, and hard to explore because of its emptyness. I would love for the shipwrecked content to be ported (seasons included) but people are still divided on this idea, but at least some mechanics should make it in: - 2.1 reworked SW boats: Yes, in SW they equate to water shoes, but now we have oars, sails steering wheels and anchors, so they could be reworked to need them for appropriate motion. They would be faster and easier to maneuver, but in exchange would have limited space and durability (also attacks on smaller boats would also hurt you). - 2.2 Wind and waves: not much to say, pretty much exactly like SW, this would help/hinder with navigation and also make it more interesting. After all, by DST mechanics, the wind automatically blows on the same direction of your sails. - 2.3 SW items: spyglasses, captain hat, trawl nets, harpoons, cannons, all could make the game more fun and battles with ocean bosses more interesting and challenging. Imagine if a cannon shot could stun the crab king, of if harpoons could make the Malvatross easier to keep close to attack.
  4. Check this ideas Winona QOL/ adjust: an interesting character who has struggle to find her true calling/ defining characteristic to make her truly appealing. And now she is the engineer/builder of the group. But still lacks some defining characteristics to make people want to keep playing with her, instead of just switching from her after building her unique crafts, so I think she needs a few changes to round her up. - It's a skilled builder: a few tweaks to make it more interesting. At 80-100% hunger she would have speed crafting like she does now (0,5 seconds per craft). At 50-79% hunger her crafting speed would be normal, but this lack of efficiency would cost her -5 sanity per craft. At 0-49% hunger, she would craft slower than normal, and this would depress her to the point of draining her sanity by -10 per craft. - Gets one free hit from the dark: stays the same - has a negative relation with fire: based on some of her quote lines, she hates fire and the destruction it causes it causes. So as a new down side for her, when structures (natural resources like trees or saplings don't count) caught fire near her, her sanity would drop by -10 a minute by each structure in flames (smoldering doesn't count). Burnt structures have a similar effect, so get rid of them quickly - Invents her own gadgets: here is where she should shine the most. Some of her gadgets need some improvement, and other gadgets to make her more appealing to other players. ~ trusty tape (1 silk + 3 cut grass): her defining craft, currently it works as a item for her other crafts and one use sewing kit, but cheaper and more resource efficient. It now can also be used to stop leaks on boats. I think it should get some new uses exclusive to Winona, like been able to repair armor, weapons and tools durability (non magical of course) with tape and then they would be given the "taped" tag. This would restore items to 100% once. Also, fixing things with her trusty tape would give her +5 sanity per taped item. ~ Gold wires (2 gold + 1 tape): this would be a new craft for her, and one of the new items to make/ improve some of her new crafts. As a bonus, it can also be used to fix broken clockworks. ~ Winona's road (2 cut stone + 2 gold wires + 2 boards): it's a turf that work like cobblestones (gives same speed boost and has same priority placement) but also has the benefit of conducting electricity from both generators, allowing a single generator to power a higher area of devices. ~ Winona's Generator (1 tape + 2 logs + 2 nitre): works mostly the same, but changing the recipe to 2 gold wires + 2 boards + 2 nitre, also, you can turn it off to save energy (shown by unplugging one of the wires at the top). Now they atract lightning like lightning rods do, but will explode if hit it, so put a lightning rods around to protect from it. ~ Winona's G.E.M.eretor (1 tape + 2 boards + 2 electric doodad) works mostly the same, but changing the recipe to 3 gold wire + 2 boards + 2 electric doodad, also, you can turn it of by to save energy (shown by unplugging one of the wires at he top. Now they atract lightning like lightning rods do, but will explode if hit it, so put a lightning rods around to protect from it. ~ Winona's catapult (1 tape + 3 twigs + 15 rocks): an amazing structure, maybe too amazing actually. The only change I would make would be changing the recipe to 2 gears + 5 cut stone + 3 tape, to balance it out. Maybe even having to load the catapult with rocks stacks for them to work, 1 rocks = 5 shot, so a stack equals 200 shots. Not a bad deal huh? ~ Winona's spotlight (1 tape + 2 gold + 1 fireflies): let's face it, it's usefulness is quite limited since it only illuminates moving players. To change a little, first the recipe, now it's 1 lantern + 2 gold wires + 4 boards, second, the light radious includes the whole cone of light it produces and third it would have two modes; stationary (you cold move it and keep it in a fix position) and lookout (similar to what it is now, but would iluminate the fastest moving mob/ entity outside of a certain area of itself). ~ Winona's lamppost (1 lantern + 2 gold wires + 3 twigs): a stationary light source, similar to glow caps, but neads a generator to power it. ~ Winona's paddlewheels (5 boards + 2 electric doodad + 5 tape) an item that can be installed on a boat to allow movement and quick turns. But carefull with crashing at full speed, it could destroy your boat in one hit.
  5. Had the same problem, the retrofitting for this update is still bugged for now. The islands image will spawn over already existing sea stacks, but the game considera that the island is sea so you can't land on it, and the crab hermit will be nowhere to be found. Also, the circular formation of sea stacks for the crab king doesn't seem to spawn in retrofitting currently. Interestingly, while trying to retrofit the hermit island into the old world map, it seems to try to put it into the corners of the map.
  6. Antlion, toadstool and bee queen statues when?
  7. Info on the Reanimated Odd Skeleton: Health: 4000HP Damage: 100HP (Skull bash) Loot: 4-6x Fossil fragments, 2x Nightmare fuel, 1x Shadow atrium Rebuild an Odd Skeleton (8x Fossils fragments) and "give" it the Shadow Atrium. It wil walk slowly towards you, remove its Skull and hit you with it. Once half its life is gone, he will become enraged and summon bones spikes from the ground (no damage) to trap you in place, then get near you and skull bash you again, then the bone spikes will fade allowing you to get away, then he will summon them again and repeat all the sequence. It seams you can't escape been trap by the bone spikes (no modifiers), but maybe you can telepoof out of them. Does not take fire damage (Since It seems to be in fire already). Quite a cool looking boss. Kite it before he becomes enraged and tank it when he summon the bone spikes (forget trying to running). He also gives you the Shadow atrium back after you defeat it, but can't say the same about the fossil fragments (always less that what you expend), so I would suggest not using them yet, as his loot will be updated soon, and fossil fragments are not renewable (for now).
  8. Now that you mention it, I think it would be better to make him the "de facto" summer giant. He is already exclusive to summer, has a reasonable health (compared to other seasonal giants) and can be soloed or avoided if necessary. but I still wish the Antlion's Loot was more unique if you killed it. I still stand by my "solo Lazy desserter idea". The item you need to make it work could be a drop if you killed it. since the dessert stones are implied to be like hair balls/owl pellets (or something that's the result of feeding him),we could get a more refined version of it.
  9. Some information on the Antilion: Health: 6000HP Damage: 75 (Sand spikes) --> not completly sure Loot: 4x meat, 6-8x dessert stone*, 2-4x stone, 2x trinkets (may include "beach toy"), 1x "lazy desserter" blue prints + Any sand structures you manage to turn into glass (by seting them on fire) and survive the fight. *It can consume the stones (normal and dessert) in his loot table. Each one It consumes restores arround 200HP and he can eat them in rapid sucession. If if consumes them you will have less dessert stones or regular stones in your loot. It is quite an easy boss to defeat, 29 gunpowder + burn damage + a few swings of a dark sword end him quickly. Even without gunpowder It is quite easy to kite because It is stationary and his attacks are easy to dodge. I think it would be good if he could get more HP (like double or triple) and be able to move (or change positions) and make sink holes around the area, so you would be slowed down and make it harder to attack up close. Also give us a different blue print when we defeat It, like another structure that would allow us to teleport with the lazy desserter solo (What can I say? I Stand alone). Maybe a diferent lazy deserter which has another gem in its base, that teleport to another lazy deserter with the same type of gem. This teleportation could even cost an additional dessert stone to make it less OP.
  10. They will aggro them automatically. When they became shadow splumonkeys they attack everything in sight, but with the added bonus that they can't throw manure in their shadow form, so you are perfectly safe behind a wall.
  11. You can easily get Nightmare fuel and beard hair without going insane, just farm splumonkeys during the nightmare cycle. Step 1. Find the area near the ruins where the splumonkey pods are. Step 2. Make 4-5 Rock Lobsters follow you to that area. Step 3. Build a wall border style separating you from the splumonkey pod area, and let the Rock Lobsters trap on the Pod side. Also build a cool entrance to the other side. Step 4. Wait for the next Nightmare cycle to start and watch the shadow splumonkey a attack the Rock Lobsters and be annahilated in return. Step 5. When the massacre ends go to the other side and collect all the Nightmare fuel, Beard hair, Cave bananas, Morsels, Rot and Manure. If you build a base on the safe side of the wall, and with some extra resources, you will never have to leave the caves.