Search the Community

Showing results for tags 'feedback'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Alpha] - General Discussion
    • [Griftlands Alpha] - Suggestions and Feedback
    • [Griftlands Alpha] - Localization
    • [Griftlands Alpha] - Bug Tracker
    • [Griftlands Alpha] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [DS + DST] Art, Music and Lore
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
  • Other Stuff

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Alpha]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Alpha]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Categories

  • Hot Lava - Bug Reports

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End



Biography


Location


Interests


Occupation


Favorite Game


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together

Found 33 results

  1. Similar to Shipwrecked. I think it would be really nice to have changes in the sea according to the weather. I made this little change in water particles and I think it would look really cool in the game. How my suggestion works: Sorry for the grammatical errors in the video maybe waves?
  2. Before we start, I'd just like to say that I'm often very pleased by the balancing of the game and developers decisions on statistics. Many of the recipes of the game gives roles to resources and if they wasn't there, most of players will not show that much interest in collecting them that said... I have now a problem with this bad boy : Lobster Bisque : 60 25 10 This recipe requires a living Wobster and ice. We also have a second Wobster recipe beside the bisque, which seems quite similar but with greater sanity and hunger stats : Lobster Dinner : 60 37.5 50 Now the deal is a living Wobster as well and butter, but you must not put ice or meat as fillers. So what's wrong ? Many, many, many things. Let's start with the Wobster topic : First, Wobsters and their recipes are from Shipwrecked. I'm so happy that those adorable and delicious (I guess ) creatures have been ported to DST BUT the association with SW stops here ! Wobsters once required a expensive trap on early game with meat as a bait or place it over their den in the sea and you had to wait for dusk to get one or catch them with Trawl Nets, which was quite a funny activity. On DST, Wobster Mounds can be found from the shore in an abundant quantity and spawn multiple Wobsters at any moment of the day : I've started a new survival game with a friend today and we constructed the base at the Moon Stone, we didn't figured it before but there were 4 Wobster Mounds next to it. (not this screenshot) From far one of the best base spot that you have to try out the next time you play. Well, finding Wobsters is very easy, but this is a tiny fragment of the problem compared to the next one : x1 = 60 ? I'm not even joking, you can check but there is no plants that you can grow in farm to restore you 60HP in a recipe or what... Nonetheless : place your seeds on a Sea Fishing Rod that you can craft on your first days and let's do some magic. Magic, cause I don't know which rule of the Constant said that it is possible to catch lobsters with massive claws without wiping out your line, this is very sad cause they don't even try to resist you, reel without restrictions and harvest your Wobster, the poor guy won't give you a fight for his life. Wobster topic is over, but I'd get back to it at the end with suggestions to improve this resource. Now the Lobster Bisque topic is very simple. Of course the Lobster Dinner is one of the strongest recipes but it have the excuse of requiring butter which is a good restriction since Waffles restores 60HP as well by using the said butter combined with Berries and eggs, so if you use a Wobster instead you gain a more advantageous sanity regeneration than Waffles and it's fine since you need more advanced ingredients : Berries can be used as a bait to catch Wobsters = it's a more advanced ingredient, simple and logic, Lobster Dinner had to be better. But the Lobster Bisque have no such pretext, Ice is the most used ingredient by players as a filler, it can be obtained in all seasons in variable quantities and you will certainly have more Ice than reason during winter for the rest of the year and all other recipes of the game that require Ice restore from 0 to 20 HP, none of the two ingredients are good enough to justify the massive healing. Okay so I hope most of you made it to the "end" and that you understand what actually matters now : how can we improve Wobster quality or tweak the bisque (Tweak the bisque... this sounds great) ? Catching solutions : SW Wobster tools were just better in my opinion, using the rod should be a reservation to Ocean Fishes, yet I don't think the Sea Trap is something the devs want to bring back to the game (even if we have bottles now ) but those traps used to be a great way to use meat as a bait and not cheap items like seeds to catch the priced Wobsters ! Trawl Nets were also fantastic and one of the favourite boat equipment of SW players for mass farming of rare resources but time consuming since it slowed your boat. Now imagine using this for DST boats, exiting isn't it ? But if Trawl Nets don't comes to the game, relax : we have Fishing Nets, they've been here for a while now but still not implemented or working properly, you probably know it so I'm just gonna pretend you don't need further informations. The catching methods topic is now covered, but yet I'm also not very satisfied with the frequency and location of the Wobster Mounds. Relocation solution : I don't like the fact that we don't have to use boats to find Wobsters, we're looking for more sea interactions but so far you can farm tons of Wobsters from the land, and there is not a single Wobster Mound in deep ocean, it's pretty surprising since lobsters aren't exactly shoreline creatures. The only place I'm okay with so far is on the Lunar Island with its unique Wobsters that are nice for Moon Shards farming. (if you don't know what I'm talking about you should prepare a fishing trip to the Moon Island !) One of the BEST locations that have been added in Return of Them are the Salt Mines, these micro-environments randomly dispersed in the ocean are super interesting and I as looking for more of this stuff added in other updates so I hope this is a missed chance that will be reconsidered. Bisque (?) solution : If the Wobster relocation interested you then I'm happy with myself cause this is what I'm looking for in the first place, but if not, the Lobster Bisque have to be adjusted and not be a simple port from SW without rebalancing its stats now that you know the Wobsters aren't working the same from SW to DST. Or just change the recipe, because I'm gonna end this interminable feedback on Wobsters with the finest quote of our dear friend : "Could use more salt, but that's none of my bisque-ness." Thanks everyone for the read ! Your opinions on the topic are welcome as always and I hope you know how much I respect the devs work on the updates, I'm simply willing to help and improve the current state of in-dev elements to make them better to other players once it's ready. See you soon and take care.
  3. Perhaps this has been requested by other users previously, but we figured there's no harm in making it a public suggestion. 3 summers ago, my friend and I explored the Lunar Biome with the intention of getting some Moon Moths to have Mothlings for critters. It was meant to be a grab n go journey/expedition, but when we arrived at the island, we fell in love with the place so much so we stayed there for the entire summer just exploring the place and watching the inhabitants on the island interact. One creature that particularly caught our eyes and gave us many d'aww moments were the Saladmanders that inhabited the island. While they weren't exactly appealing to us at first sight, they grew on us over time that we made frequent trips to Lunar Island just to see them once in awhile. We like how these somewhat feisty creatures look when they sleep and how cute they are when they run , and those very adorable moments when you have a thermal stone on you and it follows you for a bit until the stone wears out its power. We can't say this enough, we think these reptiles are extremely cute and they would make such good bois in the form of babies. Though they are pretty smol already, we do hope we can see a critter form of these guys. Our take on the saladmanders? They could have the ability to scare off creatures their size if they ever attack you, a nod to their rather feisty natures when enraged, though one at a time and it won't deter naturally hostile mobs from following you. We think it might be a tad bit OP if your critters could scare off small mobs like Spiders, Catcoons, Frogs, though we hope the one-at-a-time mechanics is a good balance. Not sure about Bees, but if they do, they'd probably be only to scare one at a time until they're dead too. It's totally fine if they don't have any special abilities like the Mothlings, we just want to interact with these good bois without having to kill them. We just want the devs they've made our day with the creation of Saladmanders in the game. Thank you for reading!
  4. I've been using a mod for some time now that allowed sensing items on conveyor rails to direct them where I wanted them. It was incredible and seeing Klei put these into the game was VERY welcome... however... being able to only sense one item in a filter or sensor isn't practical. Limiting the selection in other types of sensors and filters works because there aren't many gases or liquids to sort and you generally want to separate a single type of liquid or gas from the others. This is NOT true of items on conveyor rails. We DO want to separate (for example) lots of different eggs to a hatchery or lots of edibles/ingredients to a kitchen. I tried to do this last night with my hatch farm. Everything went well until a sage hatch egg was laid and I tried to add the second egg type to my filter. I was stunned to discovered that selecting the sage hatch egg deselected the regular hatch egg. I realized that, to sent all my hatch eggs to my hatchery, I would need to construct 4 filters that would consume a whopping 480 watts of power. This gets utterly ridiculous if you want to send foods and ingredients to your kitchen. As a result, I'm back to using multiple conveyor loaders with multiple rail lines. Isn't this what the addition of conveyor filters and sensors were intended to alleviate?
  5. First, i want to congratulate Klei for the incredible creativity in this rework. Wendy was always a Basic character and would hardly undergo a good change, but you guys did a really good job, and i say that being a main. Now, talking about the main subject, I wanted to give my opinion and report some errors / bugs: Now talking about the main subject, i wanted to give my opinion and report some errors/bugs: POSSIBLE CHANGES: So, about Abby's damage, the changes have left him very low considering that she is weak in the early stages and loses strength against hordes. So, when Wendy is Full HP the damage could be: 20 DAMAGE - Tier 1 25 DAMAGE - Tier 2 (300 health) 30 DAMAGE - Tier 3 (600 health) (Without losing damage against 2 or more monsters) The maximum damage with Wendy's health at 1 it can remain the same, but also without suffering a penalty against hordes of two or more monsters. The Damage Elixir could increase 20 raw damage, totaling 80 damage with Wendy at 1 Health + Abigail at Tier 3. The Elixirs could stack for a maximum of 2, because it's very frustrating stop to heal and lose ALL DAMAGE for example, wasting Elixirs. (Considering that her damage still the way it is, and not like i said) BUGS: Defense Elixir isn't working, it needs to be fixed. By the moment, that's all i have to say. I want to congratulate all of you again, because the changes added an extra flavor to her gameplay! <3
  6. Version 0.1.0

    115 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.
  7. Hello, I'm looking for some feedback on a character mod I've been working on. I'm wanting to ensure the character is of course fun and balanced. The character's name is Whisper, she is the Empress of the Bunnymen. Her special ability is to tap into her Darkside to gain strength, this does come at a cost. Here's a breakdown of the character. Base Stats Health: 200 Hunger: 100 Sanity: 140 Starting Inventory 4 Carrots Normal Side Sanity Aura +25 per minute (equal to Bunnymen) Decreased damage to 75% (equal to Wes) Speed Boosted by +25% (equal to Walking Cane) Darkside Increases damage to 150% Sanity drains -10 per minute (equal to Night Armor) Insanity Aura -40 per minute (equal to Beardlord) Gains Nightvision. Sanity must be 30 or higher to enter, will be knocked back to normal mode if sanity drops below 30. Loves Carrots Carrots provide additional hunger depending on it's freshness. +6 for Fresh, +4 for Stale, +2 for Spoiled Grows a fur coat Grows a fur coat in 7 days and provides 60 insulation (equal to Rabbit Earmuffs) Shaving in Normal form provides 4 Bunny Puffs Shaving in Darkside form provides 4 Beardhair Nocturnal Loses -5 Sanity per minute during the day. (equal to Dusk) No sanity loss in dark/dusk/night. Can only sleep during the day. Vegetarian Can only eat vegetables/fruits. Additional Notes Previously Darkside had an initial cost of -20 Sanity to enter. Transformation happens when you hit 'T'. There is an animation which takes a small amount of time to perform. Nightvision prevents Charlie, but if you're in Normal mode in the dark you'll still be attacked by her. So this is the character so far, any feedback would be greatly appreciated. Thanks, Red Whisper.zip
  8. Hey, two friends of mine, and I, put together some videos of us playing Don't Starve together. We've produced two so far, and are looking for feedback. I am aware of the background noise, we know who that's from, and we're going to try and resolve that issue. Some advice is appreciated for editing as well as this was the first time I ever edited with premiere pro. Episode 1: Episode 2: A big thank you to anyone who bothers to watch and leave feedback.
  9. Hey all, whats happening. Thought I'd post a link to my LP series I started for Don't Starve.I only just found this game the other day so would love all the feed back I can get.Thanks so much for taking the time to drop by, it means so much to me :)Buckle
  10. I'd like to take some time here to analyze the balance situation of Don't Starve as it stands (especially in terms of high-level design) and point out places where I feel it's currently lacking. I've been wanting to do this for a while, but I figured the devs would rather wait until the winter patch hit to really go into it. Warning: this post is going to be very long, very detailed, and maybe a little bit harsh, but I think it's important to get some of this stuff out into the open. The very, very short version: the game is still extremely easy (in the long term, anyway; the first two weeks, not so much). In the interest of keeping this massive wall of text at least vaguely navigable, I'm going to divide the bulk of my analysis into the three main pillars of survival--FOOD, SANITY, and HEALTH--before bringing it all together. FOOD: In spite of the title, it is essentially impossible to starve in Don't Starve. There's just so much food everywhere, and with the exception of naturally-generated carrots, every single food source is infinitely renewable. Winter has failed utterly to put any additional pressure on your food supply, at least for a well-rounded map. In my current game I actually hit winter completely unprepared (I expected it on day 30, not 20), with no more than a standard food supply of maybe 4-5 days' worth, and I was totally, 100% fine. In fact, by day 30, I not only had more food than I did before winter began, but I had more food than I have EVER had in this game. The main reason for this is rabbits and beefalo. They aren't affected by the winter climate in the slightest, and either of them is more than enough to feed you forever by themselves, with little to no supplementary food sources. All I did was hunt rabbits a bit every morning and even with the shorter days I had morsels coming out my ears. I made meatballs out of two morsels, a berry, and a monster meat to eat every day. When the berries ran low I just used three morsels. I still couldn't put a dent in my supply. I laid traps, but didn't bother harvesting them; the rabbits I speared by hand were more than enough. With the reduced food spoilage rate, if anything it was actually EASIER to maintain a steady food supply than usual. I didn't even bother with the beefalo after the first day of winter, but they could have single-handedly fed me just as easily as the rabbits. I could have probably lived off of 100% fish if I wanted to as well, though it would have been a fair bit harder due to the low nutritional content of fish and all the mosquitoes I'd need to swat. Stockpiling food during the summer is 100% unnecessary. You can go into without a single scrap of food in your inventory and do fine. Just settle near some grasslands and your backyard will provide you with more food than you could possibly eat. And the summer foods are still problematic too (as unnecessary as they are, given that rabbits and beefalo are available year round). Setting up a huge vegetable or berry farm is pretty easy. The only real attempt I've seen at limiting the effectiveness of those farms is the need to fertilize occasionally, but since manure is so easy to get (from beefalo in huge supplies for free, or from pigs using the very crops you're using the manure to grow) it's basically meaningless. If it wasn't for winter, you'd eventually be able to live forever on berries or vegetables just as trivially as on rabbits and beefalo. SANITY: Sanity is currently working pretty much the exact opposite of how you want it. The sanity meter is at its most oppressive at the very beginning of the game. With the change to food values, it spirals steadily downwards, and if you don't take action you'd probably be dead within a week or two from terminal craziness. In practice all this means for an experienced player is that you need to sleep every couple of nights, which is pretty much a non-issue since grass is the most bountiful resource in the game and if you time it right you lose very little food. Once you have a top hat sanity will only ever go up for the rest of the summer. Winter is still easier than that first week, because the winter hat gives enough sanity to offset the bulk of what you lose from the long nights. I don't think I ever went below 170 or so while doing nothing to bolster it. The only people who will ever suffer from sanity drops in this patch are newer players who don't understand the mechanics (i.e. don't know that they need to make a grass roll and sleep it off). And they'll suffer hard. Sanity is a fairly esoteric mechanic and it'll be very easy to get killed by it without having the slightest idea why or how to prevent it. And even if you change the numbers around to patch over the most glaring problems, sanity still won't be a threat because it's so incredibly cheap to fix. The worst case scenario is I make a few more grass rolls than usual. I'm never going to run out of grass, and I'm never going to run out of food, so what do I have to fear from low sanity? And the other main protection against insanity is the top hat, which only needs to be built once out of a relatively common material and then works forever. Candy isn't necessary, and even if it was it's only a matter of time before you can build a bee farm and get all the honey you'll ever need. Moving the sanity meter further away from the food meter was a very important start, but there's a ton more to do to make it a robust and threatening mechanic. HEALTH: Surprisingly, death-by-HP-loss is the threat that this patch beefed up the most. In the previous patch most combat was a joke due to the absurd strength of the log suit and the ease of kiting and stunlocking things, but your margin of error is a lot slimmer now. The new winter monsters are a bit of a mixed bag. The Deerclops is obviously never going to kill you directly, since you can outrun it, but the thing is relentless. It chased me around the map for like half the day before I was forced to dive into a wormhole. That would be a neat little mechanic if it happened more often and if being forced to spend the night in the wilderness away from your camp actually exposed you to any threats (keep out of the swamps and you'll never bump into anything scarier than a common black spider at night). I decided to go look for the Mactusks on the last day of winter just for the heck of it. Even with flame darts and a tentacle spike it was pretty rough...if I hadn't had the foresight to bring a second set of armor and a few fistfuls of jam I wouldn't have survived (although that was partially due to the hounds being untargetable by the darts for some reason...I'll make a separate report of that later). I was really disappointed by how passive they were, though. For a hunting party they sure aren't very interested in tracking you across the map. They just mill around the biome they spawn in. There's a big missed opportunity there...they could be forcing you on the move with repeated attacks kind of like the Deerclops does but on a different scale. Ultimately, in my current 35-day game, I've almost died...probably at least four times in various circumstances. That's fairly encouraging, but I'm not sure the feeling will stick. A lot of those near-death experiences were due to me making mistakes that I'm not likely to repeat (don't screw with pigs, only farm silk at dusk and not during the day, a 50% log suit is not ample protection from anything, keep a good supply of health-efficient foods on hand if you're going to hunt bees, bull-rush the hounds as they attack rather than letting them group up, etc.). And apart from the Mactusk fight, they were all pretty early...in the first two weeks. By winter I felt pretty much completely safe. So this might be another case where the current mechanics are making it hard for a new adventurer to get established but not doing much to threaten people who are already doing well. One thing that I really don't like is that combat is pretty much entirely voluntary. If it wasn't for the occasional hound attack, you could probably survive forever without ever drawing a weapon against anything bigger than a rabbit. There aren't all that many monsters in the world, and what few there are will mostly leave you alone if you leave them alone. And none of the basic essentials of survival are ever guarded by anything hostile. The idea that you can just opt out of being killed by monsters doesn't sit right with me. Hounds help a little, but I feel like you're relying too much on them. They feel like a random encounter rather than a persistent and threatening force in the world, which isn't all that satisfying. Especially since they aren't linked to your pursuit of food or sanity in any way. (UPDATE: I actually recently started a new character and have hit day 14 without any health-related scares at all, so I'd say that my previous difficulties were completely due to me making bad decisions as a result of unfamiliarity with some new monster attributes. If you're prudent about where you poke your spear it's still pretty easy to stay safe from monsters due to how few of them are actively hostile.) THE REAL ISSUE: Ultimately, all of these problems are the same problem: all essential resources, of all types and for all purposes, are categorically trivial to acquire. That's easy enough to see in terms of food resources, but it's not just food. It's everything. What are the basic staples I need to survive? Mighty armor that deflect a huge percentage of all damage? Made of mere logs and grass. The only weapon you're ever likely to need? Rocks and twigs. Sleeping bags which will trivialize any insanity problem you ever face? Just some grass. A crock pot, which massively increases the efficiency of the most common food items? Logs and rocks. An icebox to preserve my food? Rocks and the spare gold I had left over from the alchemy machine anyway. And most of the rest is silk based, with black spiders being the single least dangerous monster in existence by a huge margin. Look how easy this stuff is to get! I can grow all the wood I will ever need within the light radius of my fire pit. I can't go two screens without finding a dozen grass tufts. Rocks are lying around by the hundreds in vast fields completely unguarded. Spiders will funnel out of their nests one by one and cough up silk almost without a fight every day at dusk. And apart from the rocks (which you need very few of for the most part), it's all 100% renewable. Why, in a game called "Don't Starve", can I build a functioning refrigerator out of junk from my back yard on day two? You never need to struggle to obtain anything. You aren't fighting against scarcity. You aren't fighting against a hostile environment that jealously protects its resources. Absolutely everything you will ever need can be found within a two-screen radius of a well-placed campsite, and it all just keeps growing back. My current character has lived to day 35: the end of the first winter. What could POSSIBLY kill me between now and the end of the second winter? Or the third, or the fifth, or the tenth? Every tree I've ever cut down to make tools is still there for me. So is every berry I've ever plucked, every rabbit I've ever speared, every spider nest I've ever raided, every beefalo I've ever hunted and then some. All just as pristine and bountiful as the day I arrived, if not MORE bountiful. They fed me and clothed me once, so why won't they again? And this time I don't just have them. I also have all the infrastructure I've added to the world: my transplanted bushes, my farm plots, my bee boxes, my crock pot, my iceboxes, my traps, my tools. Without the looming threat of growing scarcity or some kind of shifting threat in the wilderness, the game can only ever get easier and easier the longer you live. The ONLY exception to this right now is the hounds. Even if the strongest food supplies get nerfed, and even if the winter gets harsher, this core issue will still remain. Surviving until day 35 might get harder, but unless something fundamental changes, that's where the difficulty curve will end. Hounds aren't going to cut it. I'm not going to grind through the same routine for dozens of hours just to see whether or not maybe a hound pack would have finally gotten me a hundred and fifty days from now. FINAL THOUGHTS: I want to take a minute here to look back at the very first game of Don't Starve I ever played, back when I didn't really know what I was doing yet. I started out trying to live off roasted rabbit morsels. It kept me going, but there weren't all that many rabbit holes around. Catching them was time-intensive, and it didn't leave me with much buffer to travel on. Eventually I discovered a pair of spider nests not far to the southeast of my campsite. Eager to access the new technologies that silk would unlock, I made hunting them part of my daily routine. The amount of time this took put a dent in my food supply, and I wasn't all that great at kiting yet, so sometimes I took damage. Healing off that damage required eating more food than was necessary to satisfy just my hunger, pressuring my food supply even more. Sometimes I left myself at half health while waiting for my hunger meter to wind down, trading some security for efficiency. Sometimes I had to eat a bit of monster meat here and there to make ends meat, planning on offsetting the sanity loss later on. But I overdid it, and got crazy enough that the rabbits turned into beardlings. Deprived of my only reliable clean food supply, the situation rapidly deteriorated, and I was ultimately devoured by a figment of my imagination after trying to eat monster lasagna in desperation. This is what I want. I want the act of satisfying one of my needs to put pressure on all the others. I want the daily drudgery of collecting food to steadily drive me mad. I want to be forced to venture deep into the wilderness is search of the precious resources I need to keep me sane. I want to be faced with monsters that try to guard those resources, putting pressure on my health. I want the need to restore that health to cut deeper into my already-strained food supply. I want to be forced to venture further and further away from my camp each time, while the world gradually grows more hostile and less productive until I either succumb to the monsters or am forced to flee through the teleporter. I don't want to just cycle through my own backyard every day, tending to my hunger-fixing farm and my sanity-fixing farm and my health-fixing farm before going back to bed, day in and day out, without variation, forever. The game already has most of the basic framework you need to make this happen. All that's missing is a tech and resource system that forces the player to get bolder and more reckless as time goes on rather than becoming more withdrawn and more self-sufficient, and a more hostile wilderness that's ready to punish that boldness. It probably wouldn't even take all that many additional assets if you play your cards right.
  11. Hey whats up guys. My name is AFROMATIC, I just got into Don't Starve a couple weeks ago and have been hooked since. I decided to start a Let's Play Series and I thought I would share it with the Community. Im new to the forums so let me know what ya think and I hope to talk to so you guys. PeaceEP #1 http-~~-//www.youtube.com/watch?v=CaMhPawOj6Y&feature=youtu.be
  12. I've been toying with the idea of giving a feedback after finally finding enough time to play the game again this weekend. So, before the winter update hits us hard, I want to share some thoughts. The game definitely evolved since December, when I started playing, and most of it is in the 'fun' direction, yet is also way too easy to manage, and below I explain why. Keep in mind it's my personal opinion and feedback, not truth I wish to force onto everyone.1. Insanity is way too easy to manage. You can eat some monster meat in the morning, slaughter a few beardlings and then calmly chomp some homemade meals and you're golden. This gives way too much control to the player and such control eliminates the threat element from the insanity. 2. Eating raw meat and fish shouldn't count towards insanity and eating crock pot dishes shouldn't remedy insanity. Sushi is raw fish. Tartar is raw meat. But that's not the only reason. The food counting towards sanity/insanity is the main reason behind point 1. It gives us total control over insanity. Why should this be the case? And why can I go insane and recover as many times during the day as I want to? Woudln't it be harder and harder to crawl from iinsanity back to sanity every time we slip into madness?3. To give some constructive feedback to 1 and 2: the insanity 'recovery items' should be removed (at least to some degree) and the insanity should drop at all times, both at night and during the day (recovery during the day sounds odd to me. You're still trapped and you still have another night to look forward to. If anything that woudl make us go more insane with worry.) Yes, there should be wasy to recover sanity, but not such drastically easy ones like munching a few chicken nuggets MADE OUT OF HONEY AND MONSTER MEAT might I add. Gradual approach of a looming threat is much more stressing than a controlled period of insanity.4. Insanity monsters. I'm very lukewarm about them. On the one hand they're very cool but on the other they're just a cheap death. I'd much prefer them to show up and start following you at sanity 20-30, stick even closer when insanity is approaching and attack when it's at 0 so that I know 0 means monster attack.5. Love the hands that steal fire. Love them.6. Honey is still the ultimate remedy that fixes everything. All 3 meters can be managed with enough honey and a handful of vegetables or monster meat.Tl;dr: Insanity is way too easy to manage in that it's entirely up to the player when he or she gets insane and when to recover from it. Food causing insanity and being a remedy for insanity is bananas and also gives way too much power to the player. It's way too easy to farm beardlings for nightmare fuel by just going insane in the morning and recovering from it by lunchtime or before afternoon tea and scones.So that's my feedback there. Quite eager to hear what the rest of you think about it all.
  13. (i'm from poland. sorry for my english)Those are my suggestions to you, dev, because i noticed that starving is a kind of VERY RARE death. Right? I never starved to death and I think other too (or not so many times as it should be). So, this is my feedback. Bump this thread and write your own ideas!THREAT WILL BE OFTEN EDIT BY ME SO LOOK HERE DAILY ;D1. You shouldn't eat for all time the same dishes. For each the-same-dish you get some kind of penalty - i don't know exactly what it will be.2. Randomly you should start with Vegetarian (20% chance per world), carnivore (20% chance p.w.) or normal man/woman (rest of 100%). Vegetarian has own nutritional needs and must be played another way than for example carnivore.3. bird trap is overpowered! you should catch a bird with LOWER chance.4. Seeds are overpowered! they give too much hunger points/they spawn too often.5. Water. Water. Water! (giant topic ;P)6. you should get hungry faster when working. with this version of don't starve I don't see any diffrence between hard working and staying in camp.7. you should have poisoning effect. i mean that you can randomly after eating some types of food get sick. in that case your hunger is increasing rapidly for... about... 3 days.8. in my humble opinion whole system of hunger is little bit easily constructed. i mean hunger should rise quicker.
  14. Hello! It's my first feedback on Klei forums. I'll try to be argumentative and organized. Although there are 7 characters in the game that we can select from, each feel slightly different and have different things to say, it seems clear to me that some are MUCH stronger than the others. From the gameplay perspective it reduces the number of optimal characters and pushes you to play them. Of course, a stubborn person will still pick something he or she prefers, but it makes no sense why they should be punished for that. I will go through all the characters and try to give a suggestion on what should be addressed by Klei Entertainment. Wilson - His beard is one of the abilities that can remain useful throughout the game. He is the only character that will be able to build Meat effigy without exploiting or even dropping down his Sanity Willow - She is immune to fire, her fire-starting tendencies can occasionally cause you trouble, but if you're careful it will never happen. Considering that up to half of incoming Hell Hounds are flaming, her immunity will go a long way in helping you through-out the game. Wendy - I her. By far my favorite character, aesthetically. Her ability (Abigail coming at night) is NOT strong enough, as far as I'm concerned. Not only it can potentially kill you if you happen to be very low on health, but also her aggro logic is frustrating. Wendy is as fragile as anybody else and for the ghost of Abigail to attack anything, this anything must hit Wendy first (Needless to say, it is not very useful during fights with creatures like Spider Queens). Wolfgang - If I had to name one character that is blatantly overpowered, it would be Wolfgang. Realistically, he is the only character that has 3 (!!!) positive abilities. He gets +100HP; +75 Stomach Size; +Additional Hitting Power with any item in hand. He is the only character in the game that can kill a basic creature with 3 hits, instead of 4 with an axe (or any other Craftsman tool). As it stands right now, I believe he should be either nerfed or slightly redesigned, because as it stands today he is the most optimal out of all the characters. Alternative would be to buff other characters across the board, but that may make the game's difficulty a little bit too easy. WX78 - His ability to eat spoiling food without any penalty is a good help to the player, as you need to eat regularly anyway. However, as it stands today, the spoiling mechanics are not yet refined and the different stages of spoil are not that hindering to the player.. If you are going to fine-tune them, he may become dramatically more useful or incrementally less useful. Wickerbottom - In my eyes, the weakest character in the game (after Wes). Her ability allows her to access Tier 1 researches without having the Science Machine. IMO when you are committing to build your base, the Alchemy Engine will be built this way or the other soon enough (I don't even start my base without it), so her ability will become obsolete very very quickly. Literally, she WILL NOT have any ability after she gets Alchemy Engine. If I would translate her ability into resource saved it would be 1 Gold Nugget, 4 Logs, 4 Stones. This is not really helpful at all... Wes - I am not going to discuss him, as I understand his role to provide a lot more challenge to the player. TLDR: Some characters are OP and some others are UP. I suggest to nerf Wolfgang; buff Wendy and Wickerbottom; reconsider WX78 and leave Wes, Willow and Wilson alone. Thanks for reading!
  15. So first I'm going to start with feedback. I love the game. Simple as that. I can deal with the minor bugs (freezing for a few seconds when switching over to day). The new enemy/boss idea I had was... wait for it... SLENDERMAN! Or a Slenderman like entity. He would show up the night after you pick up a certain item. He would attack three different times on that night or the nights after. When you defeat him for the last time he would have some sort of climatic death and drop some sweet loot. So there is my idea. I hope you all take it into consideration because it would be quite amazing.~Love a devoted player of your game..
  16. I just added them, have a read http://dont-starve-game.wikia.com/wiki/WX-78_quotes Charcoal- "COMPRESSED DEAD MATTER. WHAT IS NOT TO LIKE?" -edit- Also check this out, all characters got their own page now (Wolfgang is coming, don't lynch me!) http://dont-starve-game.wikia.com/wiki/Character_quotes
  17. We know that the next update will be the Winter update and it sounds like it will be fun and hard. So I was thinking the polar opposite could be the Summer update where it's hot as hell and most things die off. Forest fires have been suggested also I'd love to see a water mechanic added that's only around during summer. New animals and bosses could be introduced and the landscape could change to mostly rocky and beefalo plains with forests and grasslands sprinkled here and there. So what do the rest of you think I'd love to see other people's ideas on this.
  18. We would be very happy to be able to share our generated maps by sharing each others random seeds A feature allowing this would be nice. Not much to say, it's self explanatory!
  19. So I bought this game thinking "What the heck, seems ok, I've got money to spare. Probly nothing good though...(Despite looking them up to make sure they were for me, I've been buying some games that didn't turn out how I planned lately.) Now, I've been playing since I bought it at 5pm today, would play longer, can't wait for the weekend. You guys made a game that I put up by Minecraft. And to compete with Minecraft's success, is almost unheard of. Thank you so much for making this. One complaint though...I was sad to hear a confirmation of no multiplayer, not even in the future when you guys are done with the initial game? I'm talking like, 1-2 years from now but really, never!?
  20. Please dont read if you hate spoilers Hello, i want to give a little feedback to the game. After Minecraft and Terraria (and Amnesia) i found this game. It looked just right. Some kind of Tim Burton Style that i really like. Normally i don't buy games i've only seen the promotion video but this time i did and it was all right. It is just great. After dying a lot i somehow get into it and know i managed to stay alive for some time. (Best moment so far was as i watched a red devil sneaking around and stealing my traps and not forgetting about the werepigs. One night i wanted to kill some spiders with a little pig army at my side and suddenly they all got very furry and wanted to kill me. So i ran around my little camp fire the whole night. My pulse ran like hell. Finally i managed to stay alive till morning as the pigs changed back. I felt great this moment.. great till the afternoon where i got so carefree that a hugh bird killed my char.. again. (Oh.. this eggs are looking just fine maybe i can get one...) I think this is a game (like minecraft or terraria) where it is a hugh mistake to spoil yourself using internet or google, cause it kills every pressure if you know what this or that monster can do and what could happen if you let some things grow.. I'll hope there will be some kind of goal you can reach with your char after beta (instead of only staying alive) or some big monster bosses (if they're aren't already some) or something like this but till then i'm happy to see other players suffer at the beginning of wilsons incarceration...
  21. Looking for Little Inferno and the CS: Complete pack(will get it on flash deal if no offers made, so please be fast if you wish to trade it), offering Dota 2 invite and Don't Starve key. Other games might be accepted on an individual basis. Thank you very much for your time.
  22. I love don't starve it's such a great game. I just got the game and first played it on chrome, then i decided to just get it on steam so I did. I didn't even finish day one on chrome. I downloaded it from steam and played it until around day 43, when one time I tried to launch it and a steam window came up and asked me to choose between two options. I chose the first one which said something along the lines of download from cloud or something. Then it launched I was happy and then I clicked play -> continue and BAM DAY 1 where I left off on chrome Please anyone if there's a way to get my files back please tell me!
  23. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Mandrake drop bug. Steps to reproduce Step 1: Find 2 Mandrake's Step 2: Drop both the Mandrake's on the ground. Describe your issue I picked up 2 Mandrake's, then I dropped them on the ground but then, I could not pick them back up. I'm not entirely sure how to explain it. Can someone else please verify this bug? I would post a screenshot, but I don't think I have the required privileges yet.