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Found 9 results

  1. Combat has been the simple "hold () to attack" and kiting was made to ensure a safe fight against mobs. But its lacking and theres many ideas in my brain that the system could use (Im only gonna name one) balance not in mind so Im open to hearing suggestions. The most classic idea that comes with to mind is blocking. Keeping the efficiency of kiting in mind, I do believe kiting should only have to be used against strong foes like bosses when getting hit massively crippling, however kiting smaller mobs just eats at time. Blocking can be used to fight the smaller creatures; like bats, hounds, spider warriors, etc. Blocking comes at the cost weapon durability for the reward of having a safety net from lag (hate getting hit from 10 yards) and not losing any possible hits from going back and forth to and from your target. Remember, blocking only works either against a certain damage threshold or only against mobs (not bosses). Different weapons could have different blocking affects too such as the darksword applying thorns damage or the bat bat giving some health after a successful block. Next is, more emphasis on ranged attack. This is tricky because it should not be completely viable for a whole group to attack from afar as someone needs to tank or melee to keep agro. Blowdarts could make 8 darts per craft, do more damage, and...well honestly not much can be done for the blowdart. However magic and ranged could use more. ...but does anybody have some suggestions or ideas?
  2. Maybe you can add plans for a boat in the future? It could lead to tropical jungles filled with goodies and perils. (Man Eating Plants, Pygmy Cannibals and ancient Island Volcanic gods?)
  3. The Cook Name: Walter Title: The Cook Quote: "I am the one, who knocks." (GET IT??? HA HA HA.) Attributes: +slower hunger +boosted efficiency from food +no negative effects from food +lessen materials needed for crockpot recipes -looser grip on sanity (if that's ever implemented) Dungeons This is an idea I'm sort of on the fence about but that I think most people would appreciate (probably not, though). While I think that this game is incredibly balanced and fair, it's lacking something in terms of "STUFF TO DO". Currently, the best time you'll have in the game is launching a raid on a spider den and killing a few queens. Then what? By the time you get there you probably already have a base set up and enough materials to survive until you're ninety. The road that got you there was so long and tedious that you're starting to question if it was worth the payoff. That's why I've come up with The Dungeon. It should work like this, on every map, there is one door. This door, when clicked on, will take you to the dungeon. The dungeon is a randomly generated maze that is riddled with monsters and chests (that gots loots in'em). There is one entrance and one exit on each floor of the dungeon and the deeper you go, the harder the monsters get. You start off fighting hounds and getting sleep darts, but by the end you'll be killing Spider Queens and Tree Guardians in return for meat effigy's and amulets. It will be pitch black in the dungeon (too keep you from staying too long) so a light source is a must. It could be fun! If you got a light source and something to fight with there's nothing to stop you from just up and grabbing some better loot. The lower levels would be great once you've already established a camp on the surface and have an army of Pigs at your disposal and the upper levels are great ways to get some better gear if exploration isn't your thing. The Pack The Hounds are fine, yeah, but they rarely attack on your turf. It's usually during the daytime when you're gathering some wood in a biome far away from your base. It's so easy to just outrun them or fight the three or four of them that DID spawn. There's been a lot of talk about base fortifications recently (fences, houses and the like) but for what? On the off chance that a hound spawns at an inconvenient time? This feature needs to be revisited. We need a reason to fortify our base and have a city of Pigs watching us at all hours of the day. The hounds should attack at night, when you're awake and when you're the most vulnerable. You can't run far from the fire so you'd have to either fight them right there or die while you were waiting for the sun to come up. Fortifications could be set up (and subsequently destroyed by the hounds) as a way to hold them off until the day time. You could pick them off from afar with some darts or set up some mines for when they get too comfortable. The numbers of hounds should be increased to make fortification (and base-building) a core gameplay mechanic, rather than something to do when you've gotten bored of everything else. Maybe it doesn't have to be the hounds, per say, but we definitely need something to make the nights a little more dangerous. Oh! This is my first post, I think. What's up?
  4. Yeah, that would be cool, instead of seeing the same pig or and or and or, they could add a new one that is bigger, greedy, more dangerous, and walks slower, and maybe he kills any monsters that get too close to the village. Like some kind of defender/warrior pig.
  5. Welcome! Did you log in with a different email then the one you bought the game with?
  6. Hey everyone ! It's been a month and it's a really great and addictive game ! But everytime I play it, I wish there were a way to note things on the map, location of a concentration of rabbit-hole, buffalos, hot points, items I let on the ground etc.
  7. I suggest the addition of a combat roll. This would allow the player to roll in any given direction at the cost of some food. The roll would be activated by pressing Z, the direction you wish to roll in. The roll would be faster than traditional movement, however a small cool down would need to be in place to avoid it being abused. This I believe would give the combat mechanics a greatly needed boost.
  8. 对于气候的依赖贯穿整个人类文明, 同样,这一点可以大大丰满生存的“乐趣”----危险即机遇 季节的变换:可以是雨季或旱季,也可以是四季更替。 而气候或季节的最佳表现方式即天气。 不同的天气(无外乎雨雪风雷雾等)将会带来不同的“惊喜”, 雨季为作物带来充足的雨水,飞禽走兽迁徙而来,但下雨时难以烧火。相对的,旱季时玩家不得不为淡水挣扎,还要力图克服可怕的火灾及蝗灾。 雷暴时站在空旷处会遭殃,当然砍大树也不明智。但如何利用闪电将是更大的挑战。 同时一场龙卷风可以把你数月的经营掠夺的一干二净。 下雪不仅意味着保暖的重要性,也意味着食物的搜集将异常困难。甚至会出现连续数天的极夜加暴风雪——海洋冻结,出现各种极地生物或精灵乃至失落的冰雪之城... 大雾时会出现什么?雾气里影藏着无限的联想:《the mist》《silent hill》《the fog》 气候变化的规律可以以一定的方式展现,如何预知或驾驭才是更加高端的玩法。
  9. Ive been playing a lot of don't starve in the past two days and I almost starved many times while being chased around my monsters. I'm wondering if you could add some way to heal yourself or quickly eat food while in combat. This isn't so much of a problem with slower monsters where you can just run away and eat some food. im talking about when you have a faster enemy that you can't run away from (beefalo, tallbirds ,dogs and some other monsters i havent seen yet) I was wondering if you could put in an attack that does some sort of stun for a few seconds. like hitting the ground with a weapon would stun nearby monsters or making your character do a kick which stuns a monster. this would give the player enough time to run away or quickly eat some food to heal or regain some hunger. One con baout it would be that players could simply spam the stun, so you could make it so that you can only stun when you are low on health or hunger, and there is a decent cool down on the attack. (it could also possibly damage your weapon a lot more) My other idea was to have a food item that you could make out of a common food item which you can use without stopping to eat. it would only give you a little bit of food and very little health, but you could prevent yourself from getting killed due to starvation. Sorry if i write too much ._.