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About Misuto

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  1. Couldn't you say that it's exactly this fact that opens it up to being played in anyway that a user enjoys then? Via modding there exists a potential to enforce a more fair rule set to speedrun that allows for random runs. Also, this is not for DST, DST doesn't even have the things or world hopping, that's why this topic is posted in don't starve general and not DST general. It's also posted on the speedrunning site and reddit in an effort to bring the topic up to those who may not have considered this problem before or have even heard about DS speedruns. Maybe a modder here sees this and is inspired to try to help or a different player sees this and is inspired to try running it themselves. Clearly this was not the topic for you if your input is simply "don't speedrun it lol." This is the truth for any kind of slippery slope subject like this. Where does it end? Somewhere. The question is just where. Presently it is seeming less and less likely that a solution to the secret seeds problem will be found and more likely that we'll have to just adapt our idea of what a Best Ending speedrun of Don't Starve is, if we can't fight the seeds and verify runs, then the least we could do is lean in, make the category officially seeded, and post seeds along with runs so that people could compete on the same seeds or hunt for better seeds. This even has the potential to make the run more approachable to new players as I'm sure many people were turned off from doing such a luck heavy run previously.
  2. So two things right off the bat, The vast majority of the players do not care in the slightest for speedruns of Don't Starve. That is a perfectly valid opinion to have and this is definitely not the post for you. Second, this post will contain a link to a YouTube video of a speedrun, if you aren't interested in that feel encouraged to not check the links, as these videos are not being posted for the sake of advertising but because they needed to be for the speedrun site. Also note, that the primary video that we will be talking about is a seeded speedrun, which is currently disallowed via the category rules. If anyone is interested in a real random speedrun then I can post a comment linking to it later. So here I discuss on speedrun.com the problems that are currently facing the leaderboards. The tl;dr version is this, Based on the current requirements for recording a speedrun, it is impossible to confirm whether or not a player has seeded his or her run. How can we change the recording requirements or perhaps even mod the game in order to force a truly random world to be created? (Also posted on reddit)
  3. So a few people have been kind of stuck on my choice of poem to adapt for this post, but I stand by the choice. As an English teacher, I chose this poem because it is one about how good people allow bad things to happen to others. While this poor quality refresh may not affect you personally if you do not love or play Winona, the next refresh or the one after that may, and if we allow the precedence to be set that refreshes may be of this quality now and sit back and do nothing then we can surely only expect the same from all the updates to come from Klei.
  4. To begin, I don't often post here so I may be mostly unknown. I'm a small time content creator with over 3000 hours in single player and over 800 hours in solo DST. Hopefully there are a couple of people here who can attest to my experience and skill in DS so that this doesn't come across as a rant from someone who doesn't know the game well. I am someone who has always loved Don't Starve as a series and usually I trust Klei and the choices they make. In recent times though, it's become more and more clear that the designers do not understand how to balance characters. Whether it be the new characters in Hamlet or these new refreshes in DST. So first, let's look at the mistakes made with Winona's balance along with the horrible precedence that they set and then we'll dive deeper into the general idea of how to balance a character in Don't Starve in hopes that the future reworks do not miss the mark as hard as Winona's did. First, Winona's identity is that she is a better builder. Tying her perk of building things faster to hunger doesn't even make sense, but worse than that, at a certain point she crafts even slower than other characters at similar hunger levels. So while Wolfgang is not a builder, when he's starving and in wimpy form he somehow builds twice as fast as an equally hungry Winona..? This just conflicts with her entire character. Due to the huge cost of building at all with 5 hunger per craft, she has essentially become the worst builder in the entire cast. Consider how a single drying rack costs Winona 20 hunger to craft. If I were balancing her, the hunger cost to craft would be entirely removed again. If a downside must be tied to her crafting speed, then I would want it to be an interesting downside. Something like, she sweats and builds up her water meter, or she becomes more vulnerable to outside temperature, causing her to freeze faster in winter and heat up faster in summer. One thing is for sure though, I absolutely would not play her in a megabase anymore. This downside is cripplingly annoying. The time spent farming and feeding her to keep her perk active will far outweigh the insignificant time she saves while crafting. So, we've established that Winona is not useful to play anymore for long periods of time due to the time and resources wasted by her downside. So what about her new upsides? She can now build two unique things; a catapult and a light. The light is fine if only a bit uninspired, and honestly, an invention like this made from random resources found in nature seems more like it'd be up Wilson's alley as a scientist than Winona's as a builder. But, the real meat of this update is how insanely strong the catapults are. A 10 minute solo kill of misery toadstool? Indescribably insane. If this level of power was worth using then Winona would definitely be good right? Sadly, anyone can use her catapult. Because of this, why would anyone play around the downsides of Winona for long periods when they could instead change into Winona, build as many catapults as they want in the late game, then change into a "better" character? This really shows how Klei does not understand the balance in their game anymore. You may as well replace Winona's picture with a catapult, because that's the only reason anyone would pick her, and even then, it will only be for short periods to hoard her "unique" item, and then just utilize it on stronger characters. This really leads into a good discussion of balance though. Why can a character be useless while also having such a powerful "unique" item? Because it's not truly unique if she can just craft it and give it away. So let's look at the general state of balance with just a few key characters so that this post doesn't turn into so huge a post that no one actually reads it. Wickerbottom: Wickerbottom is in a tier of her own. While in single player she is generally considered to be part of the power 3, in DST, she stands alone as the unquestionable queen of multiplayer. Her stats are nothing amazing, but she has several powerful (actually) unique items that only herself and Maxwell can use. Using her books, she also becomes the best partner for pretty much any other character in the game, especially the next 3 strongest (WX, Wolfgang, and Maxwell.) because she can either augment their unique strengths or entirely remove their weaknesses helping them also transcend to the level of gods. Wolfgang: Wolfgang is in the power three that exists below Wickerbottom. His perk of dealing double damage is extremely helpful and makes fighting bosses much safer and faster. When comboing with Wickerbottom, his hunger and sanity downsides can both be fixed trivially easy via Applied Horticulture. So, what he uniquely brings to the team is that he essentially always deals double damage and moves 10% faster and has the second highest stats. He's a safe and powerful character and he's a big pile of stats. WX-78: WX is also in the power three. WX is purely stats on a stick by himself; boasting the highest stats in the game with an insane 400 hp. He also helps a team early on by being able to eat the mostly spoiled food at full value while saving fresh food for his teammates. His combo with Wickerbottom comes from her book the End if Nigh. Via reading this book Wickerbottom can intentionally overcharge WX to become an unholy broken machine. While overcharged, WX moves faster, emits his own light field so he is immune to darkness, and is immune to freezing in Winter. This version of WX is self evidently broken and cleanly earns him a spot in the power three as the safest to play character who is also the most efficient explorer thanks to controlled overcharge. Maxwell: Maxwell is the final member of the power three. His stats are well below average, having half the hp of most of the cast. He makes up for this with his shadow partners. Maxwell can use his shadows to cheaply and quickly farm an obscene amount of basic resources, whether its rocks or woods he can farm it faster than any other character by a landslide. By collecting resources this quickly and sharing them with his team he essentially frees them up to pursue other goals and accelerates all building plans by in game years. His combo with Wickerbottom is that he is the only other character who can read her books and with his built in sanity regen he can negate the sanity cost of doing so meaning that he can save her sanity and put his sanity regen perk to work so that it isn't wasted. Now, from those quick summaries, we can see that the one thing that makes all 4 of them powerful is the fact that they are truly unique in a way that can not be replicated or used by another character. Other people can't have Wolfgang's strength, other people can't get overcharged, others can't use shadow partners, others can't make and use books. These characters are actually special. Characters need to be special in some way that makes it worth picking them. While I don't want to start up an old fight, let's take a quick look at Wigfrid vs Wolfgang in DST for the best example of how a lack of uniqueness can make a character not worth picking. Wigfrid is not as tanky (despite her built in damage negation), she does far less damage than Wolfgang (when she attacks 8 times it's the same as Wolfang attacking 5), she does not get a speed boost like Wolfgang does (which frequently let's a kiting Wolfgang get in a full extra attack before dodging the enemy's attack), and she does not have her downside fully negated via Wickerbottom or any other character (while Wickerbottom can grow food instantly, she can't grow meat). So from a combat and teamplay perspective Wigfrid is a worse Wolfgang in all regards. So to make Wigfrid a viable pick and a valuable teammate we have to look to what actually makes her unique. She has unique craftables. A spear and a helmet. The spear is slightly better than a basic spear but is made worthless with any decent mid or late game weapons but the helmet is a great upgrade on the football helmet, being both cheaper to craft and stronger. Sadly, a player can just change into Wigfrid in the late game, craft as many of these cheap but excellent helmets as they want, then change back into a better character and not have to deal with her downsides. Wigfrid, aside from "I like the character so I pick her anyways" reason, has no reason to be picked by someone who is trying hard, as her only unique aspect can be made in bulk and used by others. And this is exactly what is going to happen with Winona. Craftables should never be taken into account when balancing a character unless only the crafting character can use it. If any character can use it and you nerf a character to an appropriately weak state to justify the power of their craftable, then players will always just use that weak character to craft stuff then change into an actually good character. This doesn't make characters more interesting or powerful, it simply furthers the divide from the top 4 characters and everyone else. This is less of a refresh and more of a slap in the face to people who have dedicated time and love to Winona and I genuinely fear for any future refresh announcements as it is unlikely Klei will learn from this mistake and we will simply see average characters get brought down to worse levels, while providing new toys for the 4 best characters to use and abuse. So while you may not love Winona, what if it were the character that you loved who got nerfed in such a way that (s)he becomes annoying to play and only adds power to the top 4 characters. First they came for Warly, and I did not speak out - because I was not a Warly main. Then they came for Winona, and I did not speak out - because I was not a Winona main. Then they came for my main character - and there was no one left to speak for me. TL;DR So, this refresh honestly killed a character who was at least fun to play by giving her a crippling and annoying downside in an attempt to balance the strength of her unique craftable. Characters should not be balanced around their craftables. If they are, then players will always simply build said items then change into stronger characters with better stats. I posit that you could entirely remove this new nerf and Winona still would not be a "power 3" level character. She'd be just fine, a character that you pick for aesthetic reasons and who happens to have a cool and useful catapult and no real downsides or upsides. Characters must be able to stand on their own two feet and be worth picking for their stats, perks, and uniqueness. A unique craftable item is a fun extra upside, but it can't define the character when other characters can use it equally well. There are many other things I would like to say about balance cause the core focus so far was only about craftables. If this post actually reaches anyone then I would love to discuss more the flaws in designing a character that simply counters their own weaknesses in boring ways (visa-vi Warly in single player). I conclude this post with a few images of my megabase on Winona. 120 hours of my life dedicated to a fun character with a unique niche and interesting personality. Now to just sit there, unplayed and unfinished, because of this "refresh." Rest in peace.
  5. Less than 3 hours. It was just an art world with a lot of console commands. Especially since toxic jungle turf can't be moved in the current state of the game. Literally the only way to get a nice red color turf for the minimap is to spawn that in via the console. Most of the time was spent learning how to work with the new black turf. See, what made the old untextured snakeskin turf so amazing was that it was the lowest priority turf in the game, so it made for super delicate and perfect outlines. The new beard rug is the exact opposite, the highest priority turf in the game. So I had to do my art backwards because honestly the black is too thick to work with as is. Here is a picture with the untextured snake skin turf. It's half the size of the new one: The letters in my name are the exact same pixel font I used for the thanks Jason message. But you can see how even barren turf has a higher priority over untextured snakeskin back in the day. It's going to take a lot of adjusting to adapt to the insanely high priority of the new turf. ...Unless Jason wants to change that.
  6. I don't think words alone can express my gratitude in you guys actually implementing this after all this time. It's a bit rough as it's past midnight where I am, but we made this for you on stream. Again, thanks to Jason (and any shadow coders) who helped make this black turf not just a distant memory from the times of untextured snakeskin rugs.
  7. forge crashes constantly

    My wife and I are also having this same problem. A crash where the game fully closes about once or twice a match and each match has it close at different times in the match.
  8. Just out of curiosity, how did you go about fixing the durability crash with guards? Do they no longer use durability on their weapons?
  9. Mechanics function differently and do not use durability on their hammers so they don't cause this crash. However, mechanics in long games begin to drop hammers when they are spawned out of their home. My stream and I theorize that this has something to do with an inventory overflow issue. Basically, some event is causing them to create a new hammer when they leave their house, and in a long enough game this fills their inventory, so the new hammer is immediately dropped when they spawn. Further more, in games that go long, if you kill a mechanic who has survived since the beginning they will drop 14 or so hammers (I haven't seen more dropped yet, but that was only around day 50 that they begin to drop 14).
  10. If a guard lives long enough to attack 101 times it crashes the game. This presumably works with builders with how their hammers work. Will test that next. Clip included of the crash in action https://clips.twitch.tv/InexpensiveDoubtfulDaikonCurseLit
  11. It's pretty much a dead game for speed running. Seems like just one guy cares about it and I only submitted (twice) cause my viewers asked. Given how the run is entirely luck + a little world gen knowledge, unless the categories are changed I don't really see it picking up in popularity. My favorite suggestion to make it a bit more skill based was to make the category "world hop 3 times in a row on one save". Though likely not enough to save it by this point.
  12. Recently on stream, I destroyed the current world record for Best Ending Vanilla. We collected all 4 things and escaped in under 10 minutes. This run is mostly a dead run as there are only two runners (including myself) who sometimes check back in on this category. 9:42.56 World Record Run In light of this run, I feel like we need some rule changes. Presently, only Wilson runs can be submitted. However, in this run we never craft, we never eat, we never go insane, and we get hit once for trivial damage. Basically, character choice (in vanilla) does not matter. I feel like if it were opened up to any character more people would try. Also, given the insane luck needed for this, I really feel like some kind of multiple no reset run category should be the main run for DS. Rather than resetting and hoping for a god tier lucky world, it'd require consistently playing well and mitigate some of the luck. So something like 3 or more world hops in a single save file.That would also make splits more useful, a split for each full world hop rather than each thing. What, if any, rule changes or category additions would make this a more popular speedrun game for you to watch or run?
  13. [Game Update] - 238439

    Jason, Please do not "fix" snakeskin rugs. In this thread: You notice how the texture for rugs were not added. This has been a beloved feature for a year now. Please do not change it. Sincerely, the guy who made these with turf in game and snakeskin rugs were the MVP that inspired these projects and further turf art research (Full links: https://imgur.com/a/gAyUP , https://imgur.com/a/mpkZd ) (If you have to fix it can we make some other turf a clean black color on the mini map? I have an entire list of turf colors on the minimap and many of them don't look anything like they do in game and not great or usable in art. I'm totally willing to share notes and discuss this further.)
  14. http://imgur.com/a/mpkZd I've been working on some in-game art projects using turf. I was encouraged to share this here after a particularly long project (the third one in the link above.) Let me know what you think! Also Klei, please... Make red fungus turf a better red... D: (Also if anyone who has such a power to officially change that actually reads this and considers it, I would not mind consulting on better turf colors for the mini map display.) We have so many browns and greens, there's no need to make red fungus a dingy brown-red!