Search the Community

Showing results for tags 'Time'.



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 Early Access] - General Discussion
    • [Griftlands Early Access] - Suggestions and Feedback
    • [Griftlands Early Access] - Localization
    • [Griftlands Early Access] - Bug Tracker
    • [Griftlands Early Access] - 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 - [Early Access]
  • 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 - [Early Access]
  • 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

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 12 results

  1. Again, Another simple question, but one that is more philosophical and time sensitive then the last one. Mo matter who/what you are, no matter what your karma, interests, or value might be, the march of time consumes all. Through this reason, we must have a understanding of how we budget out time, and what it relates to the topic is that distributing content through out the seasons is a question of how much time a player show need to wait to access the content they want. For one side of the argument we have All Content should be available from the start, so I can pick and choose what content I want to interact with. If one player wants to go to the lunar island and use the glass cutters to destroy the nightmare chess pieces? They can from the start! Does a player want to raid the ruins for end game gear before the first snowflake falls? They can do that! It allows players to have the game they want, to go at their own pace and make it as difficult or easy as they want. The problem with this model is that there is no real sense of progression in the game. Sure, you have the tiers of equipment relative to the others in their type, but that's only goes so far when the equipment strength and availability is all over the place. The best example is that the Ham bat is a item that can be made relatively easy and quickly and is used even in endgame bosses due to it's infinite durability. Compare that to the Marble armor which takes a material that is slowly gathered over time, takes a lot resources (even with the recent buff, it is still a little costly to use for the time invested farming it) to craft, and is rarely used outside of forced tanking/normal tanking to where it bare gets used out side of the initial few bosses. This lack of progression is bad since it means that the players can never be truly forced/pushed to use the higher tier weapons and armor since all can technically be slain with the base equipment. There is also the problem of content running out. Once you dry out the initial, yet expansive well of content, there is nothing else to keep you going to the next year. There is never a incentive to living pass a year or any amount of time after that since all of the content would be tailored to the start. Basically, while it allows for content by anyone at anytime with the appropriate skills, it also gets rid of that slow and steady progression systems in some other games, while allowing them to make it so that a player can do everything within the first year, thus not having any incentive to go past a year with certain play styles. The other side of the argument is Content should be spread out through out the years, to reward player that survive that long with new stuff to do. This method easily allows for a better sense of progression since by the end of the first year the devs can assume that they a) have a reliable and sustainable food source b) they know how to handle hound attacks c) They have the basic research needed to survive a year in battle, using this knowledge, they can make scenarios by making content around that a mechanic they can expect within those parameters/expectations. This also allows for incentives to last more then a year since there will be more stuff to interact with. The problem is that you need to wait to interact with that new content. Imagine having to essentially wait for hours and hours just to reach the new content. What would be infuriating since the reason is that you decided to play that play being put on hold since you only get it after you hit your time goal. Another question is when to stop. A common question but one that we need to seriously consider. Sure if you pack the first two with content, you would get mediocre years proceeding, but all of the content being strung about just makes the player wait longer to reach the content they would rather want to be playing. The whole in short, this method seems to make the game more balanced and content that makes the game more challenging, nut there still the issue with that huge initial time at the beginning where you are most likely to just go through the same stuff they have done before and survive til you get the privilege of doing that content. Thanks for voting and hope you have a good (insert relative time here) and a good enough time debating.
  2. Version 1.01

    614 downloads

    Steam Workshop for info
  3. I'm upto day 380 but I took these screen shots on day 372http://steamcommunity.com/profiles/76561198061110181/screenshots/After a while it gets to easy, so I just made a new customized world so I can get that new world feeling, im playing as Wolfgang with no winter and no hounds
  4. So, the initial is 1 day, that part of code I have found. However, the consecutive ones are smaller. Would anyone happen to know which part of code controls this and makes it so that WX gets less charge after each consecutive hit? And is this part of the code actually located in wx78.lua or some other file? I just can't seem to find it
  5. Many of us want to pass the time, so while we wait... What should we do to pass the time? You can suggest challenges, ask questions, but all in all, pass the time. I for one can not wait until the Don't Starve Together closed beta begins on the 22nd. So, let's start, shall we?
  6. well... this is a sad thread...I have no idea why I feel the need to revive dead threads...they make me sad...
  7. I have a Dont Starve Steam key and I want a Dont Starve Chrome key
  8. I am not sure if it's just the games that I'm used to, but this game does feel like it runs just a little too fast. The day and night cycles just seem like they go too quickly. As well as how quickly the food seems to go down. Again this might just be me, but i just feel that the game cycles through things too quickly and would like to see if the game could run just a little slower due to the fact that day lasts around three or four minutes IRL time. Post your comments and tell me if you see it differently, I'm more or less curious if time is just passing by too quickly with this game or not.
  9. Thought it a little strange that animals just sit around placidly when yer felling trees, might make trapping/hunting a little more interesting. What do you think?
  10. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Solution to mouse hitbox/ screen zoom issues Steps to reproduce I've seen a lot of Issues where people cannot click properly in game while in full screen because mouse detection is way off or the screen in zoomed in too far. I may have a solution. Describe your issue Steps to Fixing these problems: For Windows 7 64bit 1: Locate the dontstarve_steam.exe file in your steam folder ---(usually "Program Files (x86), steam, steamapps, common, dont_starve, bin) 2: Right click dontstarve_steam.exe and click on compatibility. 3: Click the check (so it appears) next to" Disable display scaling on high DPI settings" ---(optional: click the box for "Run this program as an administrator") 4: Click "Apply" 5: Start up don't starve and make sure your refresh rate matches what your monitor can support. 6: Enjoy! (hopefully) Sorry if I've posted this in the wrong location. But I figured it would get exposure here.
  11. While playing "Don't Starve" I have been noticing that after day 30 or so the game becomes pointless. Yes they obviously aren't even close to finishing it but I thought I'd put in my input in about what could happen as days pass, and you get bored, and nothing is challenging. In my opinion, rare events should happen slightly more often and other rare events should open up every 15 or so days. Also enemies could wear armor as the days progress and careless mistakes could cost you a lot. There could also be "Boss-Type" fights at certain spots on certain days. For example: Every 5 days from days 5-20 you can access boss X at location X Every 5 days from days 25-40 you can access boss Y at location Y (Both giving you an OPTIONAL boss fight, with reward of course) Npc's?: Yeah there are the pigs but I mean real, people Npc's, or something similar, I mean it does seem odd that you are the only one in the world for a second then you find a civilization, it would kind of ruin the point of the game. But could there be some way to implement something similar? Maybe. But these Npc's should: Sell you things or have some sort of trading system. Give you tasks to complete. Be for sale as a guard or a companion. There are also many other things they could do if that wasn't the direction you wanted. Nights becoming different as time passes: Full moons bring harder enemies, Colored moons can bring certain types of enemies. Example: Blue moon: Ice enemies Red moon: Fire enimies Story progression: Obviously the story isn't even close to done, but when it is instead of just laying it all on you: Start: 70% of the story Middle: 5% of the story End: 25% of the story ^Don't do that^ You could base it off of days and player progression, releasing parts of the story as the game progresses. And hopefully finding out who Maxwell is. 0.o That is really all I have for now, but I'd love to hear others' suggestions on what should happen as time passes.
  12. PART 1 Since it’s so close to the next update, and i’m really hoping some new map generation will be included, i’ve been waiting to start my next run of Don’t Starve. So instead of playing briefly today I decided to write up some observations and general ideas. So aside from the feather hat I have built/tried all craftables, done battle with every kind of monster and played all the available characters. I would certainly say i’ve used all the content so far. After a few deaths just working out what in the game is deadly and what isn’t, i’ve ended up suiciding with all the characters just to try a start with each one. To start, let me just say I really love this game - the art design, quirky character quotes/personalities, and feel of the game world are all excellent. I found it by far the most entertaining at the beginning, having no idea what to do (didn’t read any spoilers) and testing things out. However, one thing that seemed pretty obvious was that the only threat to surviving was really doing random dangerous stuff as part of the learning process (dying at a beehive, spider nest, fighting tree-zilla, etc). Gathering enough food seemed really trivial even on my first playthroughs, and that was without using any “exploits” - I was using traps with bait to catch rabbits and bird traps to catch birds. Never even saw a reason to transplant berry bushes although I did later on just for the fun of building a garden of sorts. My first suggestion would definately be making the (early) game much more difficult. There are just so many resources around, and sources of food, that it doesn’t feel like a struggle to survive at all. Now I was considering the result of having far fewer resources around, and initially that would seem bad simply because the map would be quite bare and unappealing. Perhaps it would make more sense to have some “filler” type things, such as shrubs or sapling trees that are too small to yield usable resources. This way it would be possible to avoid the abundance of resources we have currently without making the screen look barren. On my last start i had more than 40 carrots after a couple of days of exploring, that seems totally excessive for a game focused on survival. I understand that some of the problem with re-starts seeming quite easy currently is due to the research system, which will be changed (hopefully this coming update), and that should help to make a new start a bit more fun as there will be more to do with prototypes. No big suggestions here as I quite like the idea of building prototypes, hopefully at a much higher cost so that it is not trivial to just research everything. Can’t really say more on this until the new system is revealed! So, what seems like the biggest issue for devs and sometimes for players, is having a “base” that is just too safe, as well as lack of motivation to leave and explore. I felt like the idea of having resources be divided in some cases between different biomes was designed to encourage the player to travel between different areas to gather needed resources. However, transplanting of course made it extremely easy to go dig up however many grass/trees/bushes you need and build little farms of the stuff at your base. I had two ideas that perhaps would help with this problem. Firstly, having the process of transplanting reduce the output of the plant. So once a plant is moved, it then will grow much slower than in the wild. Providing the reduction in growth is significant this would mean wild plants would be much more valuable in terms of yield as transplanted ones. Now I know people reading this will be thinking “if that was implimented, we’d just go dig up as many extra plants as needed to compensate”. So... secondly, how about changing the mechanics of digging up a resource, so that it does not automatically produce a plant that can be replanted. Say if you only got a plantable resource 20% of the time, it would be more of a risk/reward choice to try and dig things up as you might end up destroying them. Now if this was combined with my earlier suggestion about reducing overall resources in the gameworld, the choice could be an important one. The way I imagine it is that founding several bases of operations near different naturally occuring resources would be preferable, and that digging up plants from more distant areas that would be too far to harvest to suppliment the natural resources might be the way to go. This kind of setup would help encourage travelling further out to get more of an elusive resource, and due to the element of chance in trying to dig up the plants there is more of a sense of adventure in it (rather than knowing 100% you’ll get X number of berry bushes from a location). Making these kinds of changes in general environmental difficulty would make the early game less of a cakewalk like it is at the moment, although even if current resources were halved along with a low % chance to produce a plant when digging, it would certainly be within the grasp of the average player to create permanent camps planted with needed resources. However, it would be a (I think) fun challenge to find and build up a bunch of bushes, or grasses, or whatever resource you wanted, with perhaps some sense of achievement to it. At the moment I’m seeing screenshots of people planting 50+ of everything in big fields all around their camp with no difficulty in doing so. On a side note - having plants around that don’t yield resources, to fill up some screen space in the absence of some current resources, would give the opportunity to use them as decorative items should you wish to dig up and replant shrubs/saplings around your camps.