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Found 22 results

  1. Should it be refuelable? For example, with nightmare fuel or gems.
  2. Which Character do you believe is the most balanced so far?
  3. Since this update chain is called 'Return of Them' it's expected of Klei to give us some lore about Them
  4. Hello again, since in previous thread we found out that Wigfrid voice maybe do need a rework on opinion of some players, I would like to suggest you another poll — would you like to see a volume option for character voices only like it was done with Wigfrid umlauts? It would be pretty useful option, since we have many sound options but this one. This may include volume boost or lowering, since there are as many tastes on sound volume as there are players. Some may think that their character sound too quiet, some that it sound too loud.
  5. So a while back I made a thread where I asked if dst needed a progression system. Most people answered 'yes' but I decided to ask that question once again in a form of this poll. In this thread I'll give my own ideas regarding the progression system. Imo the progression system should happen throughout the entire game, as 1 event that changes the entire game would be too much of a Terraria rip-off. I believe that a progression system would be a way for Klei to make game more interesting for experienced players while still keeping early game simple for the majority of players Anyway here are some of my ideas: -After launching a boat for the 1st time neutral turtles would begin spawing near the shoars. Could be a source of a new material to make armor/structures with -After surviving a season the next time it'd happen it'd get more content to it: Winter: Snowstorms could occur (no they wouldn't slow you like sandstorms do) which would spawn piles of snow around the map. Source of a new material: snow. Could be used for crafting. A new enemy would also spawn from those piles of snow. Cave entrances could get blocked and would require a shovel. Ice bergs begin floating around the sea making sailing a bit more tough. They would also be a spawnpoint for a new enemy. Deerclops get's an update. More attacks, a bit toughter when it comes to stats, maybe equiped with a 2nd phase Spring: New enemies start spawning in the swamp and around ponds: giant worms, walking fish, tentacles respawn (if they don't already). Small rivers start flowing through the map. They wouldn't block your path but would slow you down and make you wet. Moose/Goose gets an AoE attack Acid rains could accur which would require a new type of protection. Umbrellas, eyebrellas etc wouldn't work Summer: Lavae naturally spawn from lava ponds Sea levels decrease revealing a new island to explore or a sunken ship Small volcanos activate in the caves creating magma biomes Autumn: Winds that spawn piles of leaves. Something simmilar to tumbleweeds Sunflowers- an actuall flower that causes overheating when you're near it. Would only spawn while you can still over heat from the world temperature. A source of a new material New type of merm invading from the sea. Something similar to how some real life fish travel back thousands of kilometers to the place where they were born. These merms would be aggresive but also drop some unique items. -After surviving an entire year Pigs could begin getting smarter- collecting stuff from the ground, creating tools, planting seeds in the ground (like Wormwood) and protecting them, chopping nearby trees and crafting stuff. They'd reach their 'full inteligence' after like 3 in-game years -After making the Luanr Island crafting station full moons could have more stuff in them: gestlats spawning, influence on more creatures, moonglass chunks appearing randomly of the ground for the durration of the night etc -Defeating the Fuelwaver would have probably the biggest impact on the game: Mumsy and Billy either being a wandering npcs or having their (undestructable) houses spawb somwhere. You'd trade with them We can craft some Forge-like items Anything related to Them would start happening after that -Defeating Toadstool for the 1st time could result in creatures with mushroom parasites spawning in the caves and maybe surface Please know that I do not want the progression system to be only based around making the game harder. I simply think that progression system is a way for Klei to add a lot of content without making the early game feel like it's overpacked. For example imagine Mumsy and Billy walking around the map when you're on your 1st Autumn. Also... Most of the ideas I presented were described quickly as to not make this post an even bigger wall of text. Everything that i mentioned would in one way or another be usefull for a player. Either by dropping a new materials for crafting or something like that. So don't think that all of my ideas mentioned above were only about making the game harder.
  6. Guys, have you ever thought I am going to dig out the whole asteroid and build the coolest ever base in the ONI world, but somehow you have not yet managed it so. Please kindly share your opinion on the most limiting factors.
  7. Considering last changes occurring in the Constant and most probably new challenges coming soon, maybe it's high time we have some new battle gear for our characters as well: behold the Leather Suit, a middle ground between Log and Marble Suits, to compliment the Ham Bat and Football Helmet combo. This torso armor is made based on the antique medieval leather armors, with the purpose of protecting its user(s) from some of the damage early-to-mid combat scenarios might usually present, in a middle-of-the-road cost fashion: 1x Pig Skin, 2x Rope, 3x Flint. The need for "3x Flint" on this armor also encourages players to spread the usage of Flint in mid-to-late game, when it tends to over-accumulate. Also keeps relevant a more complete set based on Pig Skin alone for those people not into Thule or Shadow armors for whatever reasons. As mentioned, in regard to "Thulecite Crown, Suit & Club" set, Leather Suit would be a good addition to the Football Helmet and Ham Bat combo. And of course, brings future possibilities for new re-skins. What do you think? (PS: a special thanks and shout-out to @x0VERSUS1y for providing me with render colorization of my Leader Suit and its specs/context visual montage presentation.)
  8. The AI that is now in play is sufficient, but very primitive and very easy to play. I think if some mobs in DST get AI refresh, the game will be harder to play, but not in that boring style. It might not be a big change, but at least something would be useful. Certainly, it would be useful if mobs recognized obstacles and avoided them or something like that. I know it's hard to do but it's just my idea for some future updates. picture from Klei frorums: Year of the Gobbler 80% Google translation
  9. Dear Klei, please change the voice of Wigfrid to something more pleasant. It's too loud, harsh and make players nervous, especially me and my friend . There're also plenty of mods that simply mute Wigfrid, but that's not cool. Since you are working on new music in the game (that sounds really cool!) why not make rework of Wigfrid voice? In other threads Wigfrid voice was one of the most hated. Yet, I don't know how other players think about this topic so I made a poll. With best regards!
  10. I had an idea about an new NPC character in the DST universe that in in my eyes seems to be lore friendly and actual fun to play with !! But I need to know your opinions about it first so I can elaborate better mine and make a better text about it,so feel free to share your ideas with me : )
  11. This is another important question I couldn't fit in the poll. Would you like to be able to play in your worlds regardless if it's an online or offline world and regardless if you're connected to the internet or not and would you like to be able to swap your offline world into an online world then your friends can come and play with you? Yes, from me. please klei, please, please, please, please, please, please I hope I'm not the only one
  12. Which Woodie form is the best dancer? Which dance do you love the most? VOTE NOW! For me, it's the goose, nothing makes me laugh more then goose dance.
  13. I was curious which characters people like, not in terms of actually playing as them in the game, but just as characters in the story. Whether it's their personality, their appearance, their backstory, or something else about them that doesn't have to do with their gameplay mechanics, which character do you personally like the most out of all of them? (I would have included the characters exclusive to single-player Don't Starve, but there weren't enough options in the poll, and this is the Don't Starve Together message board anyway. But feel free to vote "other" and specify which of those characters is your favorite if it's one of them.)
  14. This topic isn't about balance. I think everyone agrees Woodie needs a buff. I'm more curious about Woodie's fundamental design. Because I've only seen a few people that seem concerned that this new Woodie is so radically different from his old versions. Should Woodie's established lore matter to his design? Now, we don't know a lot about Woodie. That's part of the disappointement in the animated short, but it's beside the point. The point is, what we do know, is that Woodie is a lumberjack with a talking axe, and at some point he was cursed, turning him into a werebeaver. Nowhere in the lore is there a hint that Woodie has the ability to transform into something other than a beaver. It seems we are supposed to think he gained this ability because of the recent events around the moon and the lunar island, which, frankly, sounds like a total ***pull to me. There's also the fact that the beaver is supposed to be his curse, but aside from full moons, it's now really easy to choose between staying human or transforming. Should Woodie's established identity matter to his design? All the characters in this game (at least the ones from the singleplayer game) have a certain identity. Something to make them stand out from the other characters and make you want to pick them. Woodie's singleplayer identity has multiple facets, like the mystery of how to best manage and wield the werebeaver's power, or even what his secret is to begin with if you haven't seen Woodie in action before. Regardless, I personally think this new Woodie doesn't maintain his old identity at all. Ignoring the fact that his forms are extremely weak, because that's sure to change, the dynamic between Woodie and his forms has changed. Now that Woodie has (almost) full control over whether he stays human or transforms, there's no mystery in figuring out how to use them. Having multiple transformations I think also weakens Woodie's identity, because each individual transformation is now less special. Celebrating his new forms just because they're stereotypical canadian animals paired up with a stereotypically canadian character seems like a very superficial reason to me. Should Woodie have to plan ahead to not transform? Speaking of Woodie's identity, having to think before you chop was part of what made Woodie interesting. Now I know people are going to disagree with that seeing as that was a big point of the reason people wanted the rework. I understand that wood gathering is an inherently weak niche and one that is already close to cornered because of Maxwell, so I don't think it's unreasonable to want this drawback to be altered or tuned down. However, there is a big difference between to only have to think about something a little and not having to think about it at all, as with the current Woodie. People of the forums have celebrated that characters like Wormwood and Warly have interesting, impactful downsides. Yet Woodie is now a Wilson that's better at gathering wood, because there's no reason to use his transformations. Yes, I know his forms are going to be buffed to be useable, but that only worsens the problem that he doesn't have a significant downside. Remember, in singleplayer his perks were "Has a lovely axe and a terrible secret" implying that his drawbacks were built into the werebeaver. Now I'm not saying that werebeaver should be something to be avoided, then we'd just be back at his previous DST version. Ideally, I'd want the beaver to be tricky to use effectively and even harder to master, which brings me to... Should Woodie's design be simple? I like that the singleplayer characters are simple. A good design should tell the player immediately what they are about. Now that doesn't mean that every character should be easy to use, nor that some characters shouldn't be complex. I'd argue that some characters, like Maxwell, aren't as complex as their designs seem to imply. Also, just because a character is simple in concept, doesn't mean that they are simple to use. Look at wormwood, not being able to heal is a simple downside, but leads to interesting gameplay. That's what the singleplayer version of Woodie was. Even though the game doesn't tell you what the werebeaver does, as soon as you transform, it immediately becomes clear what it's supposed to be about. There was a clear risk in transforming, but if you knew how to use it you could turn it into an advantage. The last multiplayer version was not like that. Not only did human Woodie have lots of unneeded perks, but the werebeaver was counterintuitive. Now look at the new version. It's style over substance. The new forms look cool but they don't let you do anything you couldn't before. They add more complexity but they don't interact with each other at all. This is a trend we've seen with Willow's and Winona's reworks too, the team handling these reworks just can't seem to settle for something simple. Someone made an on point comparison to Riot Games (oh god I can't believe I said that). To sum it up: Should Woodie have multiple transformations? I personally don't think so. I didn't like the idea when it was first brought up, and even ignoring the clear balance issues I don't think merely buffing his forms would help. Unfortunately, because of how much time was spend creating the art of the new transformations as well as an animated short focusing on them I don't believe this update is gonna get reverted any time soon. Even if he's buffed to where he actually plays well, we have to deal with the fact that the Woodie I and many others loved is dead, and has been replaced with an impostor.
  15. So almost everyone know about the "Beefalo Song"- a silly song made by the devs. What if Klei felt like joking around more? For example, on April 1st Klei'd post a "game update #-1" and it'd be something like Wx-78 now permanently dies if they drown Pigman will now call the police if you murder one of them Rose deals 99999 dmg Deleted Wickerbottom Nerfed Wes What yall think?
  16. I'm just curious to see what people would think of this. As we know, existing characters are viable to be added into the game via DLC, or reworks. This also applies to unused characters, seemingly. With the newest major update, Turn of Tides, Walani and Woodlegs are now completely viable characters. Who do you think should be ported? An unimpressive character put into a new light, like Walani? An unused character getting another shot, like Wilton (and obviously Wortox)? The big return of Warbucks? Who knows? I'm waiting for that one guy to vote Warbucks. We know who you are.
  17. sorry poll-haters but I like to create polls, deal with it, XoXo
  18. This is less a "I want this in the game, now" and more of a "Let's create a discussion and see what the community thinks" -kind of thread so yeah. A while ago I heard "Terraria is 2d Minecraft and Don't Starve/Together is Tim Burton's Minecraft" and that got me thinking: What all these "minecraft-like" games have in common. Survival and sandbox (though dst has more survival than sandbox as you can't respawn and reshape the lands). And then that got me thinking even more: what if dst took inspiration from these games. And so here we are and here are some of my ideas In Terraria after you defeat the Wall of Flesh boss your world enters hardmode- enemies are tougher but loot is better and there's more content to explore. Defeating the Fuelweaver should act the same in dst. In fact imo the Lunar islands should be created after you defeat the Fuelwaver as I've heard a theory that Lunar Islands were created as a "Moon"'s reaction to recent events. Now what that "dst hardmode" could have in terms of content: -Lunar Islands as I said previously -Zombie and Slime enemies (since both Minecraft and Terraria have those) -Tougher sanity since Them are approaching and all that stuff -Some other future biomes existing with new resources and mobs ofc -New weather effects like Tsunami, Blood Moon, Snowstorms etc -Pigs developing, using tools and weapons -Most mobs now have smarter AI -Simple Bosses like Deerclops, Goose and Bearger would get upgraded (new attacks, better stats etc) Discuss
  19. It's a simple poll. Which do you think is harder to survive, winter or summer? Personally, I think that winter is harder to survive, because the things that you require to survive winter are much harder to acquire than those for summer. So, what do you think?
  20. Downloads: A new file has been added by Linker: Italian Translation Hello guys, this is my Italian translation for Don't Strave, enjoy it Changelog: Version 1.10.1 IT'S NOT A ROCK! UPDATE + small corrections Installation Place italian.po in "YourSteamInstallationFolder\steamapps\common\dont_starve\data\scripts\languages\" and add LanguageTranslator:LoadPOFile("data\\scripts\\languages\\italian.po", "it") to language.lua file in the same folder. (if it is not present you can download it from this post)What is in progress: [*]Grammar checking [*]Typing errors checking [*]Verification of matches in the game Please pm me to report errors or corrections. ---------------------------------------ITALIANO--------------------------------------- Ciao, questa è la mia traduzione in Italiano di Don't Starve, divertitevi!Modifiche: Version 1.10.1 IT'S NOT A ROCK! UPDATE + piccole correzioni Installazione [*]Mettere italian.po in "VostraCartellaDiIstallazioneDiSteam\steamapps\common\dont_starve\data\scripts\languages\" e aggiungere LanguageTranslator:LoadPOFile("data\\scripts\\languages\\italian.po", "it") al file language.lua nella stessa cartella. (se non è presente scaricatela da questo post)Cosa è in corso: [*]Controllo grammaticale [*]Verifica degli errori di battitura [*]Verifica delle corrispondenze nel gioco Per favore mandatemi un messaggio privato per segnalare errori e/o correzioni.
  21. One day on the forums, I read about a new mob that supposedly hunts the player about the map. The eyelid-raising part of this new creature was that it was hard to kill, not impossible to kill. At this moment, I realized how important options are in a survival game such as Don't Starve- how the possibilities for survival tactics can hinge on whether or not a mob is kill-able.Imagine a spider queen update that featured an invincible spider queen; the update would have made migration necessary and combat less important.My question is this: should all mobs (assuming the grue doesn't count; he's pretty fair right now) that Klei adds be a viable kill target for the sake of freedom of choice?