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if you do not appreciate this, don't hate. Fan art is very appreciated, as well as support and suggestions. NO DERAILING. Prologue I was a short man by the name of Wilson P. Higgsbury. I lived alone for about half a decade. I always was a great scientist, yet it seemed at a later time that every experiment or contraption I conjured always failed. One day, as I was trying to cultivate some kind of potion that I can't remember, a burst of smoke produced by the chemicals caught me off guard. I went to sit down into the back chair when a radio suddenly came into my focus. "Say pal, looks like you're having some trouble!" an unknown voice crackled from the old radio. "I have secret knowledge I can share with you... If you are ready for it." I grabbed the radio eagerly and nodded yes, excited. "Okay then!" the radio said, followed by a small, demon-like laugh.
What I have noticed in don't starve is that Wilson is imprisoned in a wilderness with strange creatures, but one of the creatures (The giant one eyed bird thing) was a mythical creature called a tripodero. Here is a description taken from an e-book FEARSOME CREATURES OF THE LUMBER WOODS The chaparral and foothill forests of California contain many ***** freaks of one kind and another. One of the strangest and least known is the tripodero, and animal with two contractile or telescopic legs and a tail like a kangaroo's. This peculiarity in structure enables the animal to elevate itself at will, so that it may tower above the chaparral, or, if it chooses, to pull in its legs and present a compact form for crowding through the brush. The tripodero's body is not large but is solidly built, and its head is nearly all snout, the value of which is seen in the method by which food is obtain. As the animal travels through the brush-covered country it elongates its legs from time to time, thus shoving itself up above the brush for purposes of observation. If it sights game within a range of ten rods it takes aim with its snout and tilts itself until the right elevation is obtained, then with astonishing force blows a sundried quid of clay, knocking its victim senseless. (A supply of these quids is always carried in the left jaw.) The tripodero then contracts its legs and bores its way through the brush to its victim, where it stays until the last bone is cracked and eaten. http://www.fearsomecreaturesofthelumberwoods.com/pg45.htmI will try to find more information about the tripodero
(note: I am new to this forum and any critics here that give me a hard time, hear this, I don't take criticism well at times. I am familar with hater and know how to ignore those, but if i do something wrong on this, please do not nag on it. Just please let me know what it is and if its a big issue, i'll fix it. Thank you and enjoy) Day 13 I think at least thats the day since that man left me to rot in this archipelago. I would hope to get off these island as fast as possible, but i recently found a GREAT scientific discovery here. I have found what appears to be, and forgive me if this sound insane, Pig men. I never would of thought of such a thing, but here on this certain island, i have found other sentient life. I have tried my best to confront them, but all effort was lost at the sight of me. Hopefully tomarrow would prove more fruitful.
TL-DR A Perk-like purchase-able system that uses EXP as a currency. They are all one-use items per session, and can use only up to 3 perks per game. List of purchase-able perks are near the end of the post. ======= I'd like to refer to Excess's Unlocking Characters thread first. Most players would probably know by now that Kevin is changing the EXP and unlocking system, thus Excess's suggestion for the different ways to unlock characters. You can discuss it further at his thread. Because I wanted to suggest something else, that may be somewhat similar to tangmcgame's Quirks suggestion. ====== EXP as Currency Given that the EXP system will undergo overhaul, along with the current "Research System", I'd like to suggest to turn EXP into a form of "Currency". EXP will still be accumulated after death, but it will not have any Experience Bar or anything similar... It will instead be an arbitrary number, a currency that can be spent for unlocking recipes or purchasing resources for the next game. There will be a high limit, or no limit, to the amount of EXP that can be accumulated in total. Lets call this "Perk" You can only bring up to a limit of perks (I'm thinking 3 types of perks, max) into the next game, and you cannot purchase it while already in-game. So, as example, you can bring 27 rocks (count as 1 perk), 40 logs and 8 meat, or perhaps 3 different recipes/prototypes (each recipe is counted as 1 perk). Bringing BASIC resources in lets you have more resources in a single free-play mode (assuming you can't "portal" in a free-play mode). Bringing recipe/prototypes will automatic unlock that recipe for that game, so during that game, you do not need a bloated resource requirement to unlock that recipe. There will also be other things available for "purchase" with EXP, such as tangmcgame's suggested Quirks. Maybe a permanent stats buff, like +5% health, or food value, etc... HOWEVER - These are NOT unlocks. For every purchase you make, you receive one of the purchased perk as a single-use for the next game: You can buy (I'm just randomly plugging numbers here) - 10x Recipe:Board, 100 Rocks, 1 Buff - You choose to bring Recipe:Board, 23 Rocks, 1 Buff - So you have 9x Recipe:Board and 77 Rocks left in your main menu for the next game. I'm not too sure if I'm explaining clearly... Think Worms:Revolution - One of the game mode where you buy weapons with in-session currency, and they are mostly one-use only. Something like that with regards to purchasing and usage, except it's after a session to buy, and use (and consumed) for the next session. To sum it up - EXP rolls in after a session, you buy "perks", you equip maximum of 3 different "perks" mix (resource, recipe, quirk, in any mix), you enter a new session with resource/unlocks/special, your non-session inventory is updated after use of "perks". Below is a roughly-made example of a list that EXP can "purchase" --- List (Counted as a Perk Slot based on type of item, listed at the back) > Basic Resources (Things that can be harvested without combat, such as Berry, Carrot, Rock, Flint, etc) - 1 Stack/Perk > Rare Resources (Things that are more valuable or require combat, such as Gold, Spider's Silk, etc) - 5 Pieces/Perk > Recipe for Advance Resources (Board, Rope, Cut Stone, Papyrus, ?????) - Recipe/Perk > Recipe for Advance Tool (Gold tools, Combat, Vanity Hats, Traps, etc) - Recipe/Perk > Quirks/Traits/Buffs - 1 Piece/Perk > Unique item (I guess people can go crazy with this option... Yes/No/Maybe?) - 1 Piece/perk > Data Wipe (Yup, for those LPers who want a wipe-progress button, and those who want to keep restarting for any reason) - Yes/No confirmation, consumed immediately. --- Just some thoughts that were thrown together, so will need to flesh out further... Recipes for Expert Trades (very late-midgame to end-game) should not be available for purchase. Example like "Recipe:Portal" is not purchase-able, which can only be unlocked in-session via Prototype method. It's not exactly an achievement or a grind thing, but some players whom require a Goal (I had once an experience in ME3MP wanting to max out all consumables @ 255) or a sense of progress can probably use this as a way to get that kind of sense. ...Thoughts?