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Found 13 results

  1. I made this idea a few months ago and thought it was a really stupid idea... then modern me now decided to give it a chance to see how the community thinks about it and sort of rework it so, here we go! (I'll be using images from my old drawing of the concept and maybe remake them later.) purpose: Alot of new and a small handful of experienced players either might be bad at kiting, might lag too badly to be able to fight, or even just doesnt like the combat in total. Even I have a friend who sometimes finds it difficult, getting him killed in some situations.( "Don't tell him I said that, he would kill me!" XD) The purpose of this is to find a way to make learning the combat system easier and time your attacks. And to sort of add something new to combat system instead of the classic hit and run or Tank. how it works: A shield can be equipped In the hand slot of your character. when equipped, If you push a certain key/buttom (haven't thought of it yet) your character shifts into a blocking animation for about perhaps a second long.( Similar to the block animation using the blacksmith's edge from the forge) If anything attacks you during this animation, your character would be pushed back a tiny bit and the shield would absorb the damage! (maybe 80 or 85% say-ish percent) however, if you are not in blocking animation when you WILL be taking damage WITHOUT the shield's armor absorption meaning you will take full damage if you are not wearing Armor! And maybe I'm thinking you would also take damage if you are either facing the wrong way or if the attack is from above or below you, but that might be a little too harsh and specific... I made it designed like this to Help teach someone the attack pattern and make it based on knowledge and timing rather then how fast you can quickly move the opposite direction to avoid the hit. You can hit with a normal weapon and when your opponents about to attack. Quickly equip your shield, guard the attack and get right back to hitting. After you block though you will have a cool down of probably a second so you cant just spam block. Design: I tried to make it look, something from Don't starve based on how other things man made items would look made by the survivors, a wooden plank shield with a gold nugget in the middle of it with metal outline covering the outer layer. The shield will be held by an arm strapped around the character's arm. When dropped on the floor, maybe it makes a clunking sound and play a short animation of it spinning like a quarter before laying down as a cute little detail! images (4).mp4 Crafting: Something a little bit pricey for constructing and stocking up on early game, but effective enough to use mid game! For now I would say 2 boards and 2 gold. And maybe its can be prototyped with a science machine, but it would fit just right in the Fight tab. Projectile and lunge Block: If a projectile such as a blow dart, spitters's shots, or a bishop's range attack as Example. Blocking it would fully negate all damage from blocked projectiles. Though maybe if the attack does more then 100damage (assuming your probably not going to safely block a giant laser or something your way)then it will still hurt you, but you will still get damage absorption. If a small or medium creature like a spider or Clockwork Rook lunges at you while you are shielding, you can negate the attack and stun the attacker. However lunges from creatures like Klaus or ancient guardian, will not work and instead act like blocking a normal attack. Guarding other players: If a creature intends an attack for another player or maybe an Aoe attack, and you use your shield while you are standing directly in front of the player and the attack, you will absorb some of the damage the player would take and share it with them (as an example the player blocking could take away probably 80% of the damage and give it to them instead while the protected player receives only 20% of the damage.) Things not decided yet or seeing what people think about these : -Damage absorption -Durability - absorption % for protecting other friends -should attacks below (ex: ant lion pillars) or attacks above (coconuts from shpwrecked) be blocked and absorbed from shields? -projectiles negating all damage from shields Conclusion: I know I say this alot but, let me know on your thoughts I really like making concepts and stuff for the game, and I try my best to make the idea something that could actually work in the game and give it a purpose to make an object useful and fun, just like my last concept with the banana duck thing.if you guys think this is good or not, I will try to add more to this (Images and ect) thank you for listening!
  2. So it is no secret that some items in Don't Starve Together are not used as often as they should are just straight up out classed by other items or mechanics. The progression of equipment in the items of this game is a bit wonky to same the least. For a few items it makes sense, like Torches and Lanterns. Lanterns are better in every aspect compared to the Torch (except in burning potential) and you need to have 2nd tier science to make a valuable item like this. On the other hand you have the Log Suit and Marble Suit. Log Suit can easily be gotten using logs and Rope and protect against 80% of a attack. The Marble Suit has higher durability and protection (95%) then the Log Suit but slows you down. You would think the Marble Suit would be used more because it has higher stats, but that isn't the case. The Log Suit is generally preferred because the it doesn't slow you down and the materials aren't as tedious/are more useful then the Marble Suit. This isn't a complaint on hoe combat should be changed, but rather on how items can and will be preferred even if they are statistically inferior then the other (this is also just a logistical sinarieo and not a experienced one) because of factors like "Time required to make to Payoff, General Usability, and Construction Cost". Weapons: Most weapons are under used because the Hambat and Dark Sword are so easily available and so effective. Weapons like spears, cork bats, and battle spears are simply over shadowed (heh) by the fact that Hambats are so easy to get with a simple pig farm and Dark Swords just are simply the effective battle weapon and very efficient to craft as a single tree guards can give you the components for 6 Dark Swords. Other weapons provide interesting dynamics like the Morning Star's electrical properties, the Blow darts use of resource gathering for best DPS, The Bat Bat for it's use of healing you when you attack the enemy, Glass Cutter's high damage but fragile body makes it so that it offers a safer alternative to the Dark Sword, and The Thulucite Club's method of speeding up the player while also being actually good at fighting. The problem is that these rare and unique weapons are either a) too situational, b) too expensive for their cost, and c) the materials that they used can be better used in other areas. Rarer weapons should have more damage or abilities to counteract the more abundant ones, but thats not what we have. Dark Swords are simply to easy to mass produce and them being the highest damaging weapon doesn't help. Hambats also aren't on their way out because 10 days worth of durability in not match by any weapon or tool that literally can't be broken. A way to rebalence them it to simply swap the Dark Sword damage with The Thulucite Clubs and reduce the damage to 51 at the start but also having a lower damage/spoilage rate (I think of it similar to how Wx's gears in DST needed to end up in the same result but also get their slower). Swapping the Thulucite Clubs damage with the Dark Sword will make the Dark Sword as a decent weapon but give more importance to the Thulucite Club and The Glass Cutter as they are the highest damage dealers in the game and gives more importance and meaning to the weapons as they feel more like rewards the alternatives. The other ones might be fixed by having their costs reduced or their effect buffed like higher regen on the Bat Bat or higher electrical modifier on the morning star. Armor: The armor in game really aren't that area of the game where you get much verity as much of it is simply "armor that is abundant but can have less hp or reduction for all these effects" or "we have annoying or limited materials to craft us but we give you the your money's worth, maybe". The problem is that armors like the Marble Suit and Night Armor are items that have the 2nd highest protection in the game, but are seen as less important by people when you have to go out of your way to get these materials for armors that don't do anything more then protect you for a few more hit points. The reason why Thulucite is used is because the amount of it the ruins and the amount of durability each piece has really makes it good for armor for both bosses and normal everyday use and they even give special benefits when you use them, when compared to the others. The solution is to make these newer and more expesive armors more appealing so that more people can use them without feeling like they are being held back. this can simply be done by reducing the cost of the Night Armor and reducing the speed penalty from the Marble Suit. Staves & Amulets: While a majority of amulets and staves are fine, a few are...underwhelming. The fire staff is a easy example as all it does is light stuff on fire. That's it. This Staff is what a torch can do for a massively higher time and resource cost. There aren't even that many situations where it can be useful besides like maybe lighting gunpowder and lighting a few snurtle dens if you want those items. The current iteration of this staff leaves much to be desired. The Chilled Amulet is also sort of useful but only specific situations. The chilled amulet just cools you down, albeit at a absurd rate but that's it. It doesn't provide the planning or forethought like the other amulets and doesn't have any use outside of summer. It fulfills it's purpose fine, but it's still lacking. Finally, the Lazy Forger. The Lazy Forger is a great concept on paper, but its also underwhelming in practice. It picks up items instantly and puts them into your inventory instantly for 225 items. The problems are a) your inventory will quickly be filled up with random crap if you wander near something like your base or a deciduous forest or event a meteor site, b) the cost is a bit too high for something you can do within seconds with your bare hands. That isn't to say that isn't worth anything, it has it uses like picking up a lot of a handful of items and can be useful for picking stuff up from dangerous situations. but it isn't something that i would immediately craft with out a specific purpose for it. A few suggestions are 1) Add a magic attack to the fire staff with a alternative Lighting option. The fire would deal 50 damage without the possibility of being reduced or improved with modifiers, with a 5% of lighting the enemy on fire. lighting would just be the standard fire staff but adding a attack to it. This would make it feel less like of a long range torch and more of a actual weapon. 2) Have the Chilled amulet be changed to a more overall amulet with it making you reach the temperature of 35 degrees in any situation. This would give it more of a general use and would allow you to use it more situations then maintaining temperature while fishing in the oasis. 3) The Lazy Forger is fine, it just needs increased range and maybe make it cheaper? It just needs more apparent uses. Tools: Tools are weird In DST because they are essentially the building blocks you have to mold the world how ever you want, and a proper artist needs proper tools. There are 2 in particular that really aren't all that useful when you consider everything about them. The Moon Glass Axe and the Pick/Axe. The MGA is a axe with a 2.5 efficiency modifier but with only 80 uses. It is also made at the Lunar Island so there is that. The problem isn't that the item is particularly bad, its actually a really easy but effective design of fast but fragile, it's that the resources and time to get it don't make it equal a good result. The sheer time it takes to get to the lunar island, never mind mining the boulders and making the alter, is too much of a serious time sink for a axe to be useful. The Pick/Axe is essentially a pickaxe and a normal axe in one tool with a 20% efficiency boost. The problem is that in order to make it, you need to make both a axe and pickaxe, which means that you just use the axe and pickaxe separately then wasting time to combine the 2. There isn't even a way to truly fix them without them being broken as the idea of the ancient tools are simply out classed by gold ones. As @Electroely put in a thread, Gold is simply much too abundant to consider any other tool. Why go to a island to make a axe when you can just as easily make some axes out of your tsunami of gold? (Not related but why is Klei correcting axe and pickaxe so much?) So criticize me, call my idea manure, call my writing to complicated and wordy, but the main point of this thread is too shed light on how certain items are restricted in use or are out preformed by others and how they can be rebalenced to make them more useful/rewarding. Everyone have a Good night, Morning, afternoon, and evening and thanks for reading and replying.
  3. So I was thinking about how set bonuses could be fit into the game to add more uniqueness and require you to put some thought in what equipment you're using. The best thing we have right now to equipment customization is marble armor = tanking, log suits = kiting, nightmare armor = i'm already insane so what the heck etc. What if using different combinations of equipment gave you bonuses. So for example, using the Thulecite Crown, Thulecite Suit and a Thulecite Club all at the same time gave you a little radiation of light (or a darkness-light kind of like the night-light). The bonuses could obviously be more or less extreme, I'm just thinking off the top of my head and I'm trying to encourage discussion. It also doesn't have to be for combat purposes only... what if equipping a grass suit and a straw hat simultaneously camouflaged you from grass geckos so you can ambush them (or something else like clip their tail). This example in particular would give players incentive to use the grass suit and straw hat more often. I don't think I've ever seen anybody use a grass suit unless they're rushing clockworks on day 2 and don't want to wait for a science machine (or wicker) to craft a log suit, same for straw hat. Now this is going to be hard to balance and definitely needs to be well-thought out, but it can add a lot of strategy to play styles and team play. It's also nice to add more customisation. Wolf might actually have to think about which weapon to use rather than just stock-piling 50+ dark swords P.S forgot to mention that there are obviously some problems with this, the biggest one being that there isn't an equipment counterpart for every item (no nightmare helmet to go with the nightmare armor etc... idk how else to word this sorry lol)
  4. So I was thinking about how set bonuses could be fit into the game to add more uniqueness and require you to put some thought in what equipment you're using. The best thing we have right now to equipment customization is marble armor = tanking, log suits = kiting, nightmare armor = i'm already insane so what the heck etc. What if using different combinations of equipment gave you bonuses. So for example, using the Thulecite Crown, Thulecite Suit and a Thulecite Club all at the same time gave you a little radiation of light (or a darkness-light kind of like the night-light). The bonuses could obviously be more or less extreme, I'm just thinking off the top of my head and I'm trying to encourage discussion. It also doesn't have to be for combat purposes only... what if equipping a grass suit and a straw hat simultaneously camouflaged you from grass geckos so you can ambush them (or something else like clip their tail). This example in particular would give players incentive to use the grass suit and straw hat more often. I don't think I've ever seen anybody use a grass suit unless they're rushing clockworks on day 2 and don't want to wait for a science machine (or wicker) to craft a log suit, same for straw hat. Now this is going to be hard to balance and definitely needs to be well-thought out, but it can add a lot of strategy to play styles and team play. It's also nice to add more customisation. Wolf might actually have to think about which weapon to use rather than just stock-piling 50+ dark swords P.S forgot to mention that there are obviously some problems with this, the biggest one being that there isn't an equipment counterpart for every item (no nightmare helmet to go with the nightmare armor etc... idk how else to word this sorry lol) I posted this thread on suggestions too, but it's also fitting to put this on the discussion forum... so we can discuss
  5. Darh's Mods Pack

    Version 1.3

    1,916 downloads

    This is my tweaked mods pack. credits for their authors. no mod is mine, just balance them, fix, add content.... This pack includes: Default's item pack [<domyślny>] Additional Equipment (fixed, compatible with servers with caves) [Silentine] icepack can be open at the same time as the backpack include bunnyback and houndback from Additional Equipment DS [Silentine] Aditional Item Package (Need Many more ores) [smith3 -- MagVI] include Golden Minecart [smith3 -- MagVI] The Maxwell's Revenge (Many functions disabled but you can edit this for enable) [Don] include Light Spear [Inspector Dave](reworked) fixed year of PigKing incompatibility Steampunk [star -- Hast] Asparagus and Chocolate and Coffee[Keidence -- yuli] [Hast -- Kuloslav][Mert the Türk] Deluxe Cooking Pot [Astro -- Jankiwen] Domestication Fixed [Darcrov] Many more ores(include many mods) Moar Metals [RoG] [DST] [Cr3ePMan -- Globalastick] Tungsten Mod [ outseeker (au) -- Marqson-- Mr. Gentleman --Zarklord] Shadow Tools [FelixTheJudge -- Neu7ral] Expanded Shadow Armory [FelixTheJudge] Lunar Tools [FelixTheJudge] Marble Combat [FelixTheJudge] Felix's Explosive Bomb Pack [FelixTheJudge] Special Saddles [Ryuu -- pinkmollies] 77_Downvest [The77sim3] Mace [Mico] Spiked Mace [Mico] Blood bag [Pirate Joe -- Delicius] Booty Pack [^-,...,-^] (can be open as chest or equiped as backpack) Eelight DST [Globalastick] Lovely Chest (Fireproof) [RiverSwim] Madman's Fighting Pack [star -- Madman666] More armor [noerK -- VaneshKi] More Gold Tools(DST) [JustJasper] Moving Box [Jelly -- Peanut Butter] Notebook [KaiserKatze] Monster Hambat [kasra9400] Battle Horn [Tykvesh] Dining Table [宵征] DST Gesture wheel [rezecib] DST Minimap HUD [squeek] DST Always on status [rezecib -- &nbsp;Kiopho] Extra Equip Slots Increase Storage [Luis95R] koalefant beefstification [imperialistic dog] Simple economy [AppleMomo] Super Wall (Need Many more ores, and icludes New Walls - Reeds, Hedge, Mud, Living and Bone) [DYC] [JustJasper] Your Skeleton Respawn [Беккит]
  6. Currently, I feel there is not enough incentive for use of the scalemail. Its durability is 1800 units of damage, consequently allowing for extended periods of use. However, it is ultimately outperformed by the log suit, providing 80% resistance to physical damage as opposed to 70%. Additionally, when at low durability the log suit can be disposed of by burning it, serving as excellent fuel. This means that, instead of having two slots taken by a piece of armor about to break and its replacement, you can consistently maintain high durability alongside periodic fuel for fires. Scalemail, unfortunately, is comparatively more expensive to craft (and has an inconsistent availability) but absorbs less damage. Another perk of scalemail is its fire resistance. This is rarely useful, as prolonged exposure to fire seldom happens. On the other hand, its ability to ignite attackers often requires remaining aware of resources/structures in the immediate area, which the fire could spread to as well. Overall, it's almost as if the scalemail was designed for future confrontations against the dragonfly, in a continuous cycle of killing and crafting. This is reminiscent of the lantern/miner's hat, bound to use in the caves because of light bulbs and their fast spoilage times. Without a variety of applications it ends up becoming a boring mechanic, seen as more a routine rather than an actual game that's dependent on player input. Perhaps there is a way to incentivize use of the scalemail more than now (e.g. synergy with fire-based weaponry).
  7. Natural Disasters!!!!

    Earthquakes! Damages structures such as pig houses, nests, farm plots, rocks, trees. Hurricanes/Typhoons! Destroys plants/crops. Tornadoes! Uproots anything in its path. Can even lift up beefalos lols. Tsunami! Destroys coastal bases. Hail storms! Player has to constantly add fuel to their fire or they freeze to death. Makes everything crazy exciting!!!
  8. How about adding a footware slot to the inventory and having shoes that serve different purposes: Shoe Idea 1: shoes make you faster but scare animals like birds and rabbits from further away Shoe Idea 2: shoes make you slightly slower but make you inaudible or harder to detect by rabbits, birds and monster. (good for roaming late at night and hunting) Shoe Idea 3: Armor shoes. an alternative source or armor to the logsuit and football helmet. (would complement a mining helmet and backpack combo)
  9. You can pick another cheap game of your choosing (up to 4 dollars) + Don't Starve (Steam tradable) for Torchlight 2.
  10. a good idea would be shoes a new slot with a shoe mark. shoes could have multiple purposes some can make you run faster , more armor like the log armor and football helmet this is just a idea i have not thought of what should be used to make the shoe(s) im thinking something with pigskin BarovSoap posted a thread about having durablility like spider hats im thinking (running shoes) would be great for this. while i have been thinking of the shoe designs heres what i come up with (running shoes) 2redbird feathers +2pigskin = running shoes 100% durablilty (goes down like spider hat) (boots) 2pigskin + 1-2 tentacle spots= boots (extra armor)
  11. So i like the size of the new map i generated and it has tons of resources albeit tons of spider nests as well. But the coding as far as bridges and there placement might require a look i died before i completed the map but here is a picture. So many bridges when land masses are so close i can see them.(Still love the game.) Ok now to the suggestions. 1. I know the game is trying to kill me but would it be possible to have the trees have a chance to drop a pine cone when they hit the dead stage so that we can build up a stock for when we decide to murder trees till a guardian decided the genocide must stop? 2. It seems silly that i cant when my backpack on the back of my armor or amulet. (mind you i am aware the armor amulet would be OP and make the danger pointless.) My suggestion is to have an armor slot and backpack slot. the armor slot is where the amulet goes as well so you can have one or the other not both. 3. Please please i like more pokey things like everyone else but i like anti pokey things to add stone and gold armor...and weapons so i don't have to sac 5 pigs to get a spike. That is it thanks for making a great game and even in beta it runs great and is fun as hell.
  12. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number 70535 Issue title FRIENDLY PIGMAN IS A BAD PIGMAN Steps to reproduce * have at least 1 little tallbird * hire a pigman * atack other pig Describe your issue after killing a pig your pigman will atack your little tallbird ;( after this he will turn against you. Dangerous if you have 5 pigmen in the team
  13. I've been playing this game non-stop for the past few days and I find it incredibly addicting, but at this point, I'm kind of getting bored. I find the game getting kind of easy. I understand you're constantly updating the game and that's incredible and I appreciate it because not many games actually continue to update their game, let alone release it in the beta stage. One of the few suggestions I had was implementing a difficulty system, something that gave the enemies more health, and more damage, the higher the difficulty. I also feel like maybe there needs to be stronger enemies and more of a variety of weapons. It'd also be nice if rocks could be used for more things, maybe stone armor that made you move slower when wearing it, but offered more protection? These are just a few ideas I had. I'd love to hear some developer input as well as the community's.