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Found 23 results

  1. I'll just make these short little points that I observed 1. Ingame art for both Wagstaff and Wheeler are pretty bad and unfitting, especially compared to their big portraits (which are very fitting and amazing), however, Wagstaff with his goggles is great! 2. Wheeler isn't good. Hamlet already puts a ton of pressure on inventory with multiple new tools and items, and Wheeler can barely do well in base-game with her inventory. 3. Wheeler's airhorn isn't good. It is effectively useless with how it does very little damage and deletes the used item. 4. Not really a suggestion, but I used the compass and my game went down to 1fps for about 30 seconds, not sure why. 5. Wheeler's dodge is really only good for moving a little faster. Not for actually dodging. The same can be accomplished by... walking.
  2. I suggest more algae for less slime and reduction of algae consumption for fishs. For ferts i suggest buffing their non nat gas outputs and maybe creating a building that uses fertilizer and some material to make critter rations, the " some material part " is the thing they normally eat raw and that could even upgrade their speed to lay eggs or adds more meat etc. Obs: The rations would only give effect when the critters are into a stable room, so you could keep an infinity ranch like me without doors and super fast breeding, but without the bonus rations gives on proper stable rooms.
  3. Hey ppl its me again, so for me lights should increase the maximum recieved decor of the lit area, just that you see more beauty around and so on, as they are lights are only a problem because of heat, or useful for farms. Maybe bonus mv speed or working speed like on oil refineries and everything " tinkering " " related because " you work better on a lit area ?" . What you guys think about it?
  4. We need what i said even more now with the new skill system athletics seems to be nowhere and gained passively but very slowly by walking, using manual gens, gym room, or something like that should upgrade that stat. I even lost a dupe because of being so freaking slow on exosuit that he died and i have 500 hours of gameplay and have been got off guard by this.
  5. hydro still needs huge buff, maybe automatic work for very little power and water input and outputs polluted water? Ice version too strong which is nice actually, but needs to be higher tier of research than his weaker counterpart. Any suggestions guys? They are totally fine and im overthinking? I played some time and im organizing my impressions on qol mk3 so far, so expect more posts soon.
  6. i can set up a 3x4 wood fence with gate next to a few trees that spawn pikos to farm and they spawn so fast and are so good for farming meat. i can have 120 small meat per day with this method. which equates to 600 oincs per 3 days (1day farm meat, 1 day exchange with pig king, 1 day turn into oinks with mayor.) i feel like its kinda cheesy how easy it is. in ship wrecked if you want to do a monkey farm it takes a little more setup/you need to build the structures to do it efficently. and even then they run away from you so you have to set up your farm differently. pikos dont care if any of their friends are being attackd or killed when they are in the chasing an item mode. Just feels like it needs tuned a bit. maybe make them like monkeys where when you attack they run away
  7. Currently, a duplicant's job morale needs are based on the highest tier of a job that they have started. This means that a duplicant can complete all jobs at that same tier and lower without increasing their needs. I propose that each job started add to the duplicant's morale needs. This would place more importance on specializing in a job branch. It makes sense that an artist could not also become a scientist without an increase in expectation. The morale requirements for each tier would need to be changed to make this work: Examples:
  8. In my opinion i think tin suits should be buffed, since log suits cost less, protect the same, and don't cost you speed. Tin suits may have more health/durability but it doesn't make up for the speed loss. Speed is needed to kite mostly anything, and unless you are planning to tank a boss you will need that speed. Tin suits could easily be replaced by either a marble suit for tanking, or a log suit for kiting. Its just not useful. I think either it should protect you more, or reduce less speed. It can still reduce speed, but i wouldn't have it be 20%. Id like to know what others think as well, Feel free to comment.
  9. Hello all I hope you're enjoying Hamlet as much as I am! After spending some time in a Hamlet world, I think I'm ready to post my thoughts on some possible alterations that could improve the experience (for me as least). I also welcome people to add their own suggestions and/or comment on the contents of this post. 1: My first major death occurred because the ghosts spawned in the Ancient Pig Ruins by the Aporkalypse repeatedly set off pressure plate in every room I entered, causing me to be brutally murdered by dart traps whilst looking for the calendar I know the Aporkalypse is meant to be dangerous, but floating non-corporeal being setting off pressure plates seems a bit unrealistic to me. 2: Currently the Ancient Herald does not drop anything, but at the end of his death animation his cloak falls to the floor. It would be interesting if his cloak was added as an item for defeating him. 3: Thunderhats do not feel as though they are too worthwhile making. One could use it to take Iron Ore from the Thundernests without the Thunderbirds damaging them with thunder. Unfortunately since the hat can only take 10 lightning strikes, and each Thunderbird is liable to shock you up to 3 times, they do not last very long. It is far easier and beneficial to make a Snakeskin Hat for lightning protection. Also, since Iron Ore can be mined infinitely from Iron Hulks, one need not go near the nests. 4: Bug B'Gone is an interesting item, but I feel as though the radius of the gas cloud it produces could be a big larger. While the Gas Mask allows you to stand in the cloud without being hurt, from my experience the Rabid Beetles are still sometimes able to damage me whilst I am standing in the gas. I've found that it's much easier to wear a protective helmet and run around the gas cloud instead as that usually results in me taking a lot less damage. 5: I feel as though the Dark Sword and Cutlass Supreme should not both be worth 50 oincs, as the Cutlass Supreme is obviously superior (same damage but with no sanity drain and 50% extra durability). 6: It would be nice if you could create a water reservoir that fills up when it rains (or perhaps if you give it ice), so that you can connect it to a sprinkler without relying on the position of water on the map. Mostly I like the idea of having a sprinkler on my lawn in the Pig City The idea was mostly inspired by the Quacken Drill in Shipwrecked allowing you to create your own source of Tar. 7: The visual effect of the fog seems a bit extreme. I think it would be much more reasonable if it was similar to the ash clouds caused by the volcanic eruptions in Shipwrecked. 8: Swashy Hats! The streets of my town are littered with Swashy Hats haha. The thieves are quite common, and the hat is a guaranteed drop, so you end up with a lot of them. Plus, because Hamlet relies on swapping out hats a lot (Pith Hat, Gas Mask, Cowl, Cork Candle Hat, etc), I find myself not using them up. 9: I think it would be more logical to make the Weevole Mantle a Science Machine tier item, instead of Alchemy Engine. The ingredients to craft it can be scavenged from mobs fighting each other early on, and coupled with the fact that it offer the same protection as a Grass Suit, it seems that player may not want to make it once they were able to make an Alchemy Engine. 10: It would be a cool tribute to The Legend of Zelda if having a Compass in your inventory had some kind of effect whilst in the Ancient Pig Ruins. Like showing certain treasures on the map for example, or perhaps revealing rooms that have an exit. That's all for now. Thanks to anyone that read my suggestions!
  10. Version 1.6.8

    472 downloads

    (October, 20, 2016) Dont Darken Together Version: 1.6.8 Special thanks to rezecib, DrGrammar, Lumisteria, Indie-ana Jones/Mario384, ekoneko9, and Tiniflake. Also I give credit to Farxodor, which had files stolen from rezecib to make his MOD (Good going, mate). all gamers previously mentioned contributed on inspiring me to make my MOD. ----------------------------------------READ THIS---------------------------------------- Special thanks to SuperDavid from Klei Forums for supervising me during the making of this MOD. ----------------------------------------READ THIS---------------------------------------- Hi, [h1]Darkaisa[/h1] here: Some official game updates have caused a disparity between characters PVP balance and in my opinion when Klei Entertainment releases an update nerfing or buffing a character in Don't Starve Together they execute with an overextension. A lot of details about some characters nerf or buffs were not welcome by the mayority of the gaming community, but I personally like every character's overall theme, so I took some steps to change these overextensions. I am interested in making the game more enjoyable by revising every character's attributes. I hope this MOD eventually becomes the player's "game retreat" instead of losing interest in the game by frustration, grindin, lack of friends, going to play another game, etc. I will try to keep working every character as I go, by updating this MOD on a frequent basis "At least once a year... Joking!". http://steamcommunity.com/sharedfiles/filedetails/?id=778204671 http://forums.kleientertainment.com/files/file/1596-dont-darken-together/ [h1]Important Goals[/h1] Make the game more fun for players by adding increased survivavility and diversity for every character, in a global scale, to make the game more enjoyable Running had been added to the game. To run press LEFT SHIFT while moving. Be aware, running will raise your temperature and consume quite a lot of your hunger food reserves. (After all, you need a lot of energy to run). Use it sparingly or to escape from dangerous situations. Changelog: Version: 1.6.8 - Item stack has been doubled for almost all items - Update compatibility fix Version: 1.6.7 - Hot Fix Version: 1.6.6 - Hot Fix - Tumbleweeds have a chance of providing better items - Stalagmites have a chance of dropping gems - Wendy's sister (Abigail) is not stupid anymore. Her sister ghost will actually be useful and will follow the player instead of stay fighting the enemy when Wendy retreats. This will prevent unwanted deaths. Version: 1.6.5 - Bug Fixes - Shadows drain sanity, effectively canceling Maxwell's sanity regeneration over time if abilities are used beyond moderate potential - up to a noticeable sanity drain at maximun potential. Version: 1.6.0 - Added an expensive refining recipe for gears for all characters (You know, sometimes they're REALLY hard to find) - Running had been added to the game. To run press LEFT SHIFT while moving. Be aware, running will raise your temperature and consume quite a lot of your hunger food reserves. (After all, you need a lot of energy to run). Use it sparingly or to escape from dangerous situations. - Abigail will be smarter and should resist stronger attacks compensating her slow speed. - Maxwell total sanity penalties are reduced to make the player interested in other sanity and health sources to compensate for the sanity drain when using magic. Version: 1.5.92 - Adjusted shadow characters ingredients to prevent infinite shadow spawns Version: 1.5.91 - Bug Fixes Version: 1.5.90 - Updated MOD main goals, extended and organized the MOD road-map - Upgraded Codex versions allow you to use stronger magic: Codex Umbra II, and Codez Umbra III respectively - Codex Umbra II allows crafting of Nightmare fuel at the cost of some sanity and health, and create the shadow warrior - Codex Umbra III allows the creation of the expensive shadow knight - Shadow Duelists come in three tiers, with increasing cost and strength: Shadow Duelist = The crappy defender. They only serve as a distraction to escape danger Shadow Warrior = You can rely on them to protect you from monsters and aid you in combat against small enemies Shadow Knight = The expensive trusty companion to aid you in real combat, like PVP combat or bosses Version: 1.5.82 -Bug Fixes Version: 1.5.81 -Bug Fixes - Maxwell's "DARK MAGIC" creates a more diverse set of disadvantages to compensate for balance, in other words - a more diverse set of disadvantages for Maxwell instead of the current focus of fragility and battle inefficiency. Version: 1.5.8 -Added MOD support on Steam discussions and Klei Entertainment Forum Version: 1.5.6 -Fixed Maxwell's exaggerated sanity drain in some situations Version: 1.5.5 -Fixed the MOD not allowing the player to start a server Version: 1.5.4 -Fixed the game crash bug when using the MOD Version: 1.4.1 - Upgraded the synergy bonus of character abilities to encourage players to work together - Maxwell had a slight ammount of health increased Version: 1.3.4 - Fixed error that caused crash upon trying to host a game Version: 1.3.3 [h1]Stat Changes[/h1] Maxwell now has 100 health (from 75) Sanity regeneration now 10/min (from 6.67/min) Maxwell loses his sanity regeneration while wet Maxwell loses sanity regeneration per shadow beyond the first shadow Maxwell's dark magic negates some beneficial resources, so he receives only 75% of from food and healing items [h1]Shadows[/h1] Shadows no longer require weapons or tools, only requires nightmare fuel, and enough sanity. Shadows can be given hats v1.3.2 - Added purple gems to codex upgrade cost v1.3.1 - Fixed a bug with shadows wearing eyebrellas v1.3 - Shadows may be given hats - Health of higher level shadow warriors reduced, exchanged for damage reduction - Shadow damage reduction is overridden by helmet damage reduction v1.2.1 - Compatibility with latest beta release, should be backwards compatible with the base game. v1.2 - Added configuration - Reduced shadow sanity drain slightly - Reduced healing from items - Reduced file size significantly - Swapped weapon of shadow solider and knight (I guess this makes more sense, since the dark sword is technically stronger) v1.1 - Added third tier codex and duellist. - Added images. ---Don't Starve and Don't Starve Together are trademarked and are the properties of Klei Entertainment--- Dont Darken Together.rar
  11. 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.
  12. 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!
  13. 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.
  14. Bug Submission Please choose a category [Gameplay] Platform SteamVersion Number 71378 Issue title Wolfgang's health bubble is incorrect occationally Steps to reproduce happens after being engaged in battle Describe your issue Wolfgang's health bubble will show incorrectly, sometimes showing as half of what it currently is. if he has 100 hp, it will show as 50 instead. the problem is fixed when you consume sometime that heals wolfgang
  15. There are a lot of people talking about balancing/removing Meat Effigy, since it's OP. I have a brand new idea about it. I think, there might be a debuff, that occurs after respawn from Meat Effigy (mayby also from amulet). That causes a debuff. It will simplly reduce your max hp and hunger to X% for Y days. X and Y will depend on the numer of respawns you had. For instance: X = 100% * 3/(3+N) Y = 1 + 2N (N = number of respawns) Of course the formula may be a bit more complicated and X and Y may also depends on the number of days since last respawn, actual day etc. I also thought about debuff stacking. Sorry for my English, I tried hard to write it correctly. Please tell me what do you think about it!
  16. I am nerved out, as i started harvesting my replanted berry bushes, the gobblers went out almost of every single bush, and i couldn't do anything, they just ate all berries that left. So i'm suggesting to (at least) decrease spawn chane from player replanted berry bushes, or/and put in game fense, and if (for example) there is berry farm surrounded by fense, gobblers can't spawn from these bushes, and to balance that, there coul'd be limitations for size of fense(these could be as defended farms with 2 or 4 bushes max).
  17. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number Dec19 Issue title Spider Queen Spawn Steps to reproduce Go to a nest that just changed from 3 to 1. Describe your issue :(A 3rd tier spider nest has just changed to a 1 tier yet a spider queen still emerged and well..... Swamps and queens is deadly D:
  18. All in-game animals/monsters should have a natural enemy to keep their numbers in balance, or a player should have an effective way how to limit their numbers by killing (with no chance of item reward, for obvious reasons). In the current state, if I go crazy and plant 5 spider nests, there will be no way of killing them after they grow to lv3. Why not introduce a monster that seeks and kills spiders and vice versa? It would add a feeling of actual wilderness. Also, all the monsters would have to have a reproduction mechanic, otherwise they might go extinct, just like IRL. Now I want to adress to the bee mine problem (infinite numbers of bees spawning), why not make a device that can kill multiple bees? Or make an animal that eats bees, or make the bees succeptible to fire from other burning bees so I only have to set fire to one bee. Sure, a bug net is nice but I can't really catch 200 bees one by one.
  19. Just a note: I would like this to be a suggestions thread which will be Dev team friendly in which we can remark on what is good, bad and for what reasons. Let's all keep our suggestions specific so the Dev team has an idea of what to work with. Note: What I've noticed is that when the game first spawns you in a new world you seem times in a spring biome (green grass biome with lots of rabbits, berry bushes and other supplies) My First suggestion is to spawn the player based upon their "XP" (characters unlocked) and partly Research points (how many they've accumulated over time) is what should be spawned in their new worlds and where they should be spawned. I think that spawn location should be based on XP because it is a marker of how well you have survived and putting players in a spring biome all the time feels like it's a little too easy to start off, oftentimes boring and repetitive. It should be reasonable to expect the player to know by then which biome to try to explore and find to settle into. My Second suggestion is that there be an algorithm which renders the maps enemies to be more dense in locations further away from your spawn location. Or better yet, if the Dev team creates new and more difficult enemies they should put them at those further ends of the map. My Third suggestion is that there should be an incentive in exploring for any play style whether they like to make their base or character more asthetically pleasing or have tools that increases what they can do. If there are more difficult enemies in the further reaches of the map but they are protecting something like a cave in which you can go mining for iron to create chain mail or a knight's helm. The incentive should be varying like some material which allows you to build something that better improve your ability to farm so that you can explore more, or something that allows you move faster therefore cover more ground and see more of the map. What do you think could be added in the game that would keep it well under the "Survival" genre and help the scale of difficulty and the learning curve remain fair and enjoyable?
  20. I have 1 steam and 2 chrome keys available. I am willing to trade or sell via Paypal. PM me with any offer must include any games you have available and are willing to trade. NO Dota 2's already have 3 keys to try and get rid of for that game also.
  21. Hi! I found that morsel meat and cooked morsel restores less hunger than berries, making traps way more demanding in time and resources. Still, you can use ground traps with seeds to catch birds, so why the trouble of building a bird one? Well, that's what I thought while playing last time anyways. Thanks!
  22. First off, i'd like to say that I absolutely love this game, make no mistake of that, and understand that it is still being developed. With that being said, there are a few things that can really gut at the core of this game, and with some retooling, can be very effective at making the player fear for survival. 1. It's way too easy to farm pig camps by hugging them away from their cluster. They should not move when you get close to them. This doesn't mean it's impossible to get pig meat, it simply means that you'll have to kill one at a time quickly (sometimes foregoing meat), and then build your own pig house, thus heavily limiting the game breaking pig camps (atleast early on). Seriously, it takes about 2 days to have the proper equipment to start farming them for 8 whole meat a day. 2. Grass tufts and saplings are too easy to collect at the very beginning, making a base in 2-3 days with replenishing supplies. Both of these should need to be fertilized with manure, like with berry bushes (exact same mechanics should apply, with 3 replenishes for each before needing to fertilize). This makes farming more difficult, and manure much more important (thus making competing needs with both berry bushes and veggie farms). 3. Pigs sure are a lot of fun to control, and taking down a tentacle or lv 3 spider den without them is pretty damn near impossible. They make getting the ultimate weapon and silk a bit too easy, though. It shouldn't be too often, but having them have a slight chance of not helping you will make it more challenging to effectively attain these two important resources. Also, on the same note, having pigs help you cut down trees saves you too much time too easily (which should be a scarce and precious resource). Having them need to be fed after every 4-5 trees will limit the ease of stacking such a key resource. 4. Oh those tricky toads. They may have a small hit box, but they're far to easy to farm for a fancy feast. There is the argument that the abundance of tentacles already make the resource tough, but there are plenty of ponds usually spawning along the road for easy meat grabs. Simple solution, have two toads at each pond, making it more difficult to kill a toad without talking a hit. 5.Random nighttime visitors sure aren't welcome. The hounds were an amazing addition that really made nighttime more eventful (hellhounds particularly were brilliant in burning down the super common tree forts(a great balancing idea that I truly loved and applauded (along with aggroing tallbirds, another good one), but protecting yourself with forts allow people to breathe easy (which I know you devs don't want). Easy solution, introduce a random ghost spawn that lasts the whole night (thus making people on edge and having them always keep a torch handy), which could also lead to the deliciously double-cruel death via spiders, random hound spawn, or loss of light. Now, this may seem to be too cruel for newer players, so the most balanced way to implement this would be to have them spawn after day 30, or randomly spawn after a grave has been dug up (thus making those grave loots a tough decision). This will also lead to mining hats being more necessary, since they're the only tool that can effectively let you fight and run away in the dark (they also last all night). This will make fireflies all the more necessary. 6. Gold tools are an golden gift. Golden tools should be much more difficult to get than they are, since they pretty much last for months. The patch having only some rocks with gold bits was good, but they're still too common considering the amount of rocks in any given map. The chances should be smaller. Also, with the above fixes to the pig farming, giving meat to the pig king will be a much more painful choice. 7. Resurrection insurrection. I love the meat effigies and the amulets, their implementation is awesome (since you've gotta wait as wilson to shave your beard for the resources, and having an amulet on means no chest-piece, making it a difficult decision as to putting it on), but making more than one effigy is just too over-powered. Having a run to grab all your fallen loot should be tense, not annoying. Your safety-net being taken away isn't to terrifying when there's another 3 safety nets. And amulets are way too common, bye the bye. 8. I sure do love berries, and those gobblers can be pesky. Once again, another awesome idea in an attempt to balance the game, but I believe Kevin stated himself that they just wind up as another food source. Simple solution, make them take more than one hit to kill, and have the random chance that a new mob appears which attacks the player. And there you have it. I am all too aware that this is a monster of a post for a first post, but this is more for the developers than my fellow(very adventurous and intrepid) forumites. I don't demand of or expect anything, as I love the game going into my hundredth and some day of collecting maximum of all stackables and finishing the last hat for a complete collection, but I do hope the developers implement some of these ideas (since it seems they're very active within the community (which is very promising)), as I believe they will make a fuller experience closer to what i'm sure the devs have in mind. And for any forum members able to read the wall of text without losing interest, i'd love to hear your ideas for making the move past 30 days into a true feat of skill.