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Found 33 results

  1. you can go on the vent at the start of wholesale
  2. Now there is no discussion really to say how broken that is; before Klei nerfs those pellets, go farm Marble Pellets. They stack to 60 after all, and you can just drop them on ground since Moleworms don't steal them. Clarification: This is a pretty decent ranged attack that is very easy to mass produce considering Marbles can be farmed at a x2.5 rate every 10 Days. This is also agnostic for most boss specific mechanics; you can pretty much do the same with any boss, including Fuelweaver.
  3. Это слишком элементарно, мне не понятно как баг вообще остался в игре. Когда ты скользишь по льдине и перепрыгиваешь на другую (и даже успешно приземлясь) ты просто умераешь. Но ты можешь двигать камерой. Поэтому я предлагаю увеличить размер льдин и/или уменьшить уровень воды
  4. So... now that a rough date on release is planned and the mechanics are mostly set in stone, I thought I'd compile a list of some of the strongest combinations for each hero and how I've found they impact the game. Standard disclaimer: I have only been playing since April and have not reached max prestige so my experience is not all inclusive of what the game offers in full. I'm currently only on P6 for Sal and Rook, with several additional runs on P0 done for play-testing. I am not advocating for any mechanics to change, I'm just putting down in writing what my general impressions of the game and battle system are, and the strongest card combinations I've found and how they compare to the other 95% of cards. That said, I've spent a crap ton of time examining the game and compiling data to expand the Gamepedia Wiki for Griftlands so I've seen/experienced more than most. --General Gameplay-- Sal and Rook's campaigns feel very different from each other. I was extremely happy to jump into Rook's campaign after beating Kashio the first time, thinking I was hot ****, only to have Grout Bog put me face down in the mud several times. Holy crap Bossbit and Flekfis can be a rude awakening the first time fighting them. In contrast, at lower prestige Sal's campaign really doesn't feel like a rogue-like much at all. There aren't really any random events that just... hinder you as a player. You're almost always given an option to either ignore an event or choose a beneficial option once you know what different selections result in. Compared to games like Darkest Dungeon and FTL, there don't seem to be any events thrown at you that are specifically meant to screw you over. It mostly boils down to weighing your deck strength against the idea of "Can I afford to lose health to survive this and the boss" and "Does taking this item give me enough strength to outweigh whatever health is spent getting it?" I don't mind that design choice, but the game overall really doesn't feel rogue-like in the same sense that other rogue-likes I've played have felt. There's rarely any "oh ****" moments where a 50-50 or RNG based decision gets you hurt or really puts you in a bind. The only event close to that I can think of is Rook's 'misty walk' event where you either take on a status card or lose some resolve... which is hardly threatening. The story focused elements of the game are its highlight to me. The writing is witty, compelling, and interesting. It certainly shows that the game was initially pitched as an RPG and that concept has bled through to its current state. The take-away for me so far has been not to expect Griftlands to be a downright dirty 'you're going to regret that decision' rogue-like, but rather a deck building game with a good story and some light rogue-like elements where your choices open up new story elements and character development. Exploring the dialogue options and trying to piece together how some decisions affect the story is really satisfying to a player like me. Enough with that for now, though. Let's talk about battle. --Sal-- Sal has many fairly powerful options and build paths you can expand upon depending on what cards are offered. It's also very easy to earn shills for her to buy cards so her options increase quite a bit if the merchants are feeling generous. Overall, Sal's campaign feels good to play as power gains are noticeable and steady throughout a run, though most enemies don't seem to match that curve besides maybe Kashio or Oolo. It sometimes feels like it's all too easy to murder everything in your way and challenge really only seems to come when intentionally trying to force enemies to surrender to avoid Banes, as overkill becomes an issue with bleed and counter. Knowing what enemies give what banes, however, allows you to avoid a lot of issues and can result in you freely killing enemies that have banes you don't care about. Sal's biggest strengths seem to lie in being able to easily stack defense with counter or bleed damage, or otherwise potentially gain an obscene amount of burst through the use of discard, wound, and ambush cards. However, her 'specializations' could lead to situations where normal enemies present very little challenge, but bosses with special mechanics completely decimate a run (I'm looking at you, Hologram Projection Belt Kashio). Kidney Shot is rare, and for good reason. Extremely powerful 0 cost card (when upgraded) that essentially lets you do w/e you want for 2 turns unless facing crowds. Sal's High Points: Sal's Low points: --Rook-- Rook's Parasite is a small hurdle to jump but under some circumstances you could reduce your max hp to 10 and it wouldn't matter due to almost no enemies in his campaign having pierce attacks (I assume this design choice is intentional, and it makes perfect sense if there's no infinite to exploit). The free defense from spending charge makes his lower overall defense gains from maneuvers even out. Annoying to hatch but powerful once acquired, Bog Doom and Bog Down are worth acquiring if given the option. There is one slight issue of Rook having many, many cards requiring charge as a resource but he only has 2 cards that reliably build charge without additional requirements (Induction Blast and Crank), and that's if you get offered Induction as an upgrade (43% chance). Otherwise, you're stuck building it 1/turn only to spend all of it on 1 card, and ~20 cards require either multiple charge or full charge to be more useful than your common Sear, Burner, etc. Rook's High Points: Rook's Low points: --Final thoughts-- The card pool is large enough that any one of these combos can be difficult to pull off. That said. action point gain is significantly stronger than any other card effect (as is expected when the base action point pool is so small). Combined with any of the grafts that grant extra action points, it's almost too easy to end most fights before any significant threat is posed to the player. Status effects inflicted on the Hero can mostly be completely ignored, with really just wound being the only threat to a player. Progress in a run feels significant, with the power curve being noticeable between days 1-2, 2-3, and 3-4. However, certain cards are significantly powerful on their own, while most other "powerful" effects require 3+ cards to feel just as impactful. Most cards can/have to be passed up in favor of focusing on specific effects or strategy. There's almost never a point where taking some of the rarer but unique cards pays off over the more powerful (but often expendable) common cards. This mostly feels like it comes down to the fact that battles rarely take more than 3-6 turns, thus expending low cost but powerful cards is how most runs are played out. Letting fights drag out longer just results in the player taking too much damage, as healing is either very limited or expensive. Certain card rarities and their synergy requirements significantly impact their usefulness and makes it so the player is forced to either draft a deck using Veteran with these cards, or completely ignore them in a normal run. I'm done writing now. If anyone read the whole thing, kudos and thanks to you. Let me how your experience has differed from mine. TLDR: Tempvirage's Top 10 Cards for Sal and Rook: Battle feels good. Cards costing 2+ are risky to play even on P0 without AP grafts or Boons as they essentially skip your turn. Most common and uncommon cards are straight upgrades to base cards. 9/10 Rare cards feel bad/synergy requirements feel too steep over the more powerful common/uncommon cards even when the lower rarity cards have Expend, unless you draft a specific Rare early using the Veteran mutator and are able to build around it. Some exceptions I found were Boulder Stance, Kidney Shot, Amplifier, and Wildfire. Most abilities are worth drafting early if you have time/health to spare to play them or can build around them. Stun is such a powerful effect it's worth drafting every time (except maybe crushing blow).
  5. there used to be a box there, but now it is gone. This makes getting the under 33 seconds badge a lot harder. In an aditional note, this missing box makes it so your sister jumps in an invisible surface.
  6. Moronic time to beat. I don't have the ability to use the clunky boosting technique when running in a narrow corridor while getting stuck in the dumbest of pixels. I can easily beat the time by taking shortcuts but the idiot 'sister' slows down if you pass her so can't even do that.
  7. Throw dog at sidewalk near checkpoint, dog burns to crisp.
  8. When you jump to the rope from here the target speeds up so that she gets back ahead of you so that you cannot catch her
  9. с огнетушителя а потом на дверь и персонаж висит в воздухе
  10. На трассе "Погоня через магазин" есть невыполнимое задание - пробежать за 32 секунды. Из всех возможных вариантов минимальное время прохождения, которое у меня вышло - 00:32:49:97. Если можно пройти быстрее, то только на доли секунды. Я потратил часы на достижение этого времени, использовал самые короткие пути, но вся сложность в том, что сама сестра не добегает до финиша, даже если её разогнать (догнать) 2 раза (да, её можно догнать 2 раза) . Исправьте эту миссию на 33 секунды или объясните/покажите мне, как пройти за 32 секунды. Вот моя почта, если вы готовы мне доказать, что это возможно. Благодарю за эту замечательную игру. Всего вам доброго TRANSLATE On the track "Chase through the store" is an impossible task-to run for 32 seconds. From all possible options minimal time passage, which I have ' - 00:32:49:97. If you can go faster, then only for a fraction of a second. I spent hours to achieve this time, used the shortest paths, but the problem is that the sister does not reaches the finish line, even if it is to accelerate (to overtake), 2 times (Yes, it is possible to catch up 2 times) . Fix this mission for 33 seconds or explain/show me how to pass in 32 seconds. Here is my mail, if you are prepared me prove, that this perhaps. Thank you for this wonderful game. All the best (The translation was done by google translate)
  11. I feel others shouldn't be able to manipulate the dogs movement when its on the ground and they walk past it, causing the dog to get launched into the lava, this also happened when I had the "Starry" card equipped, when I went to throw the dog the Starry follower blocked the direction of the dog and pushed it into the lava.
  12. Я хотел поиграть в баскетбол,но снаряды залетали за щит и не падали . Вероятно их можно достать, забравшись за щит.
  13. You need to go and get the dog from the spawn location after you leave a buddy mode level. Especially annoying if you leave by accident. Please make it so that you keep the dog in the hand when leaving.
  14. Stepping on the dog food pallets just a bit closer to the wall and jumping on the higher up pallets, this spot leaves you stuck.
  15. Not inherantly an issue, but the star doesn't seem like it is a boosting challenge. New players attempt to get the star because they want it, but waste a ton of time since they don't realize its impossible without knowing to boost or how to skip this section of the level
  16. Version 1.6.8

    504 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
  17. 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.
  18. 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!
  19. 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.
  20. 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