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Found 35 results

  1. I think the Malbatross fight is fine as is in terms of how it plays out, but I really feel like the Malbatross can be given a better loot. (This is how the fight pans out if you haven't seen it already and you're interested: Gellot's and mine). Without going super detailed (in terms of lua): 1. Not enough feathers from the fight. RESOLVED Malbatross will now always drop at least 24 feathers per kill, enough for 1 Winged Sail. (It keeps track of how many feathers it dropped during the fight, and if it dropped less than 24 feathers by the time it dies, it will drop enough feathers so that the total feather count will always be 24.) What I previously said before the change: 2. The Beak is Just An Oar :v The beak is just a stronger oar that's able to move a boat that has 1 Winged Sail to it. Once you've gotten a second Winged Sail, it really doesn't have that much moving power to it as the Winged Sail is already good with just a steering wheel and an anchor anyways. Kinda of a glorified oar/trophy imo. That's why I think the Beak has the opportunity to be something significantly better. The problem with this type of stuff is figuring out what. The mast represents the speed of the Malbatross, maybe the beak can some aspect of the bird or something entirely different. Since the bird likes to eat the fish over the shoals, maybe it can be used for a magic weapon where feeding it fish X makes it do some crazy stuff? (Problem with weapons is that'd it be outclassed by Dark Swords or become niche in usage, like the Glass Cutters). Maybe it can be something that can get rid of Sea Stacks for you, since my attempts at doing that with a Weather Pains just ends up destroying the stuff on my boat since I'm too fast? ¯\_(ツ)_/¯ 3. Why Keep Killing Malbatross? While I don't have a good answer on what the beak should be used for, like with previous bosses, they should drop something that makes it not only highly sought after the first time, but something that you want to kill several times. Bee Queen is a perfect example of a boss fight where people just mindlessly grind her cause her loot is just that good. Heck, even killing all the Moose/Goose in Spring is a good use of my time cause Luxury Fans and Weather Pains are good items too. But right now, there's really not much reason to kill the Malbatross more than one-to-two times after you've got your sails, especially if you know how to farm tons of feathers. The only reason would be for the beak, which I've already talked about. There's also the whole aspect of the fish in the shoals that we can't catch atm, so if the fish is anything special, I'd probably start to view the bird as an annoyance that I would either wait for it to go to another shoal via it's relocation mechanic (100 seconds of sleep and it will go to another shoal) or go to another shoal all together. I'd love to see what sort of creative thing can be done with the beak! Maybe the feathers itself could also see another use so that we'd still want to farm feathers after making the needed sails, but I'm not entirely sure what either. What are other people's opinions? Summation: (RESOLVED) Let enough feathers drop during the fight so that we can at least make 1 Winged Sail just from killing it (unless the intention is multiple fights/farming feathers before killing it). Reducing cost of Feather Weave from 6 down to 4 may work too, but the damage issue is still of concern. Give a reason to why the player should keep seeking and killing Malbatross. After you get 2 Winged Sails, only reason to kill the bird is for it's beak, which imo is useless. Possibly let the beak be part of a recipe for some cool tool or weapon that makes it highly sought out (like Moose/Goose Feathers is for Weather Pains, which are awesome). Some cool use outside of it being an oar. Maybe give the Malbatross Feathers more uses as well? Edit: The relocation mechanic brought up in this thread is probably more important than what I brought up, though points 2 &3 still stand, imo. Edit2: The relocation issue brought up in the mentioned thread was resolved in patch 369546, and with that, point 1 is also solved by a Weather Pain. Only points 2 and 3 still stand at the moment imo. Edit3: Malbatross will always drop 24 feathers. Only points 2 & 3 remains (resolved if beak hopefully gets an additional use imo).
  2. I know I could use sandbox mode or mod to remove it, but I am sooo surprised that the devs have not yet fixed this issue in the base game. It logically makes no sense that we cannot deconstruct these furnitures which often obstruct ladders, rooms, paths, etc. Could I please have some insight into why the devs believe these sofas, desks and doors are indestructible please?
  3. I think the compost pile should be reworked to be similar to a critter feeder or storage bin. Currently if polluted dirt is available dupes supply it to compost piles, period. What happens when the player wants to save polluted dirt but compost other items? I think the compost pile should have a drop down list where you select an ingredient (it would show how much you have available next to it) and then specify the amount you want composted. Each compost pile would have its own settings independent of the others but of course also have a copy settings button. If the player wants to compost 100 mealwood seeds, they could choose 100 on 1 compost pile or 25 and copy the settings to 4 total piles.
  4. What do I mean by this? For example the game could check for several conditions to be met and when they'd be met a special event would occur or something would be added permanently. -When a boat has been launched neutral turtles would begin spawning randomly near the shoars -When at least one player has sailed to the 2nd level of the ocean skeleton pirates could invade durring spring -After assembling the Moon crafting thingy full moons could have some more content to them. Maybe new lunar-themed creatures appearing durring that night -After defeating the Fuelweaver for the 1st time Momsy and Billy could appear in the world (this one would even make sense according to the lore) Basically as the player advances the difficulty would get higher to scale with players new equipement and discoveries. Ofc it'd stop at some point and would still allow new players that join at like day 600 to survive. This "progression" system could allow Klei to add content that's not optional while still making early game for new player semi-easy. Because, let's be honest here, there're only so many optional bosses and decorations that old/experienced players can put up with. I want to have new content thrown at my face and not "go explore it if you feel like it- it's optional" Discuss.
  5. I see these animals are symbols of Canadian animals from where Woodie is from. If so, it makes no sense (both in reality and in gaming mechanism ) that his goose form cannot swim across the sea nor fly over a gap. At the cost of 30 health, all the hunger, 3 monster meat and we get to run slight faster for 90 seconds??? After acquiring walking cane, such an advantage of this transformation cannot be justified by the resource requirement I believe that even after the re-work, he will still remain an unpopular choice among players, which is not what Klei nor we players are after. If I may suggest, I believe the following modification will make him more playable: 1. Sanity loss of transformation is fine, but 30 health penalty is too much, perhaps only his moose form can be justified for such a price. 2. the transformation last too short, instead of draining slower, players should be able to "refill" the beaverness meter by doing the desired actions of each animal, beaver, chop, mine etc. Moose, fight, charge, Goose, swim, fly?? and the cursed form should be able to last until a new day when it is forced back (just like werepig) 3. Make Lucy upgradable or transformable too would be nice I am happy to discuss with you if you dont mind share your opinions.
  6. Hello, I'm finding manual sweeping errands(and sweeping in general) in the game quite frustrating. I've done some experimenting and I've come to the following understanding. Please let me know if I've got the function all wrong: Problem: According to the game tooltips, Sweeping falls under two errands, TIDYING and SUPPLYING(already here it's starting to cause a headache). In fact, I think it's a hidden priority under STORING as well. Because you see if you have a dupe set to TIDYING only, it will actually ignore all sweep commands UNLESS you have SUPPLYING and/or STORING enabled in the priority screen for that dupe as well. Because you see a duplicant can't tidy something up unless it can store/supply as well it seems. Yes, this is somewhat logical, but from a gameplay perspective, it's unintuitive. Solution and Suggestion: Sweeping should be under one thing only: TIDYING. And the act of Storing the swept-up materials should be BAKED INTO the Sweep job. So if I set a manual sweeping job on the ground, the dupe with TIDYING errand enabled will sweep this up AND store it automatically in a container. Same for bottles: sweep it up and bring it to a bottle emptier. A sweep job should NOT consider if a dupe has STORING/SUPPLYING in their job priorities. Again, it should be BAKED INTO the sweep job from the get-go. Now you might think "but what about the STORING of stuff lying on the ground then?". Well, you could add the ability to set priorities with the priority tool directly on debris lying on the ground. Yes, that would add a ton of numbers on the screen when you have the priority tool open. But I'd rather have that, than the current state of sweeping. STORING is now seemingly happening either automatically(dependent on dupe's storing priorities AND storage bin priorities) or through manual sweeping jobs. And you know what I think about the latter. One solution might be to remove STORING from Errand Types in the game and instead add the sub-errand "Storing" under the TIDYING errand type instead. Because right now, according to the STORING in-game tooltip you only have "Delivering" and "Store Materials". "Delivering" would fall under SUPPLYING(which is seemingly already happening in-game), and "Store Materials" would fall under TIDYING. So from this point of view having STORING as a separate errand type does not make sense. I think this might be a viable solution. However, I might not have covered all grounds here and overlooked something making this not doable/unpractical from a game developer perspective. BTW, manual Mopping works perfectly as the guys with TIDYING just leaves the bottles on the ground. But if I put a Sweep job on those bottles? That's a whole another matter BUG Also, there seems to be a bug in the "errands" tab on debris lying on the ground, making it very hard to troubleshoot: If you put a sweeping job on a bunch of Sandstone on the ground it will NOT show anything under the "errands" tab on the Sandstone. So we cannot see if someone is coming to sweep it or not. You have to manually click through your dupes and see if anyone is on their way to the point of the sweep job. And if you do find a dupe that's on their way it won't show up as Sweeping on their "To-do list". It will show up as "Storing Sandstone", and not "Sweeping Sandstone" as it in my humble opinion it should. This makes it very hard to find out what's wrong. I will post this in the Bug-Tracker forums as well. I'm not a game designer AND I get that it is complicated to create a game like this, but I think this one deserves a bit of an overhaul. And again I might be missing something, making my so-called solution undoable. If so please leave a comment. Regards, Nico
  7. The rooms overlay says Hospitals quarantine sick dupes, reducing the likelihood of them spreading germs throughout your colony. No such thing happens. Sick dupes are either treated and cured immediately or they continue to work while sick. While I'd personally love it if sicknesses took a while to overcome even after treatment, as things are right now, this description is misleading.
  8. Ideas not only for Warly, some for all too(my last two). My main reason is to decrease the RNG factor and dependence on others to get his full power faster and a bit more consistently through many worlds as I'm not into changing chars through Celestial Portal, mods and lingering for megabases. Even when you focus on building farms asap, random seeds are still too rng to rely on and a good deal of early exploration time to find Mac Tusk or ruins(both rng too) for speed boost is sacrificed in order to set that all up. - Pepper seasoning(chili flakes) gives 10% speed and damage boost - One Warly's recipe with leafy meat for the fun - One or two wild garlic and pepper randomly spawning in the world, maybe one of them more likely in the caves. - Scaled furnace let crops grow very close to it in winter and wilt faster in summer. I tried not to give op ideas, but I can be missing something I havent seen, so please tell me.
  9. Mechanic change proposal mods

    Version 0.1.0

    114 downloads

    The purpose of these mods is to provide some proposals for change in mechanics to the developers, help with balance, take up some part of balancing to allow the Klei developers to focus more on other things, while at the same time letting other players out there test the mechanics of these mods to see how well they like them, as well as get feedback to further improve them. Any mods within this file will stay for so long as a certain mechanic is not in place. Whether any of these mechanics are applied to the game depends entirely on the Klei forum, and of course, the Klei DST developers themselves. You can play-test any mechanics from these mods to give feedback on how well you like its contents to help with the process. The mods within this file are created for Don't Starve Together only, therefore most of them may not be compatible with the single player version. You should take in mind that some of these mods were created while A New Reign sequence of updates was still in beta, so be careful with the installation if you cannot access this content in any shape or form. The content of this mod was created using a DS software tool called Sublime and on Windows 8.1 operating system. Any issues in regards to other platforms and operating systems I may not be able to help with. Mod contents Desirable features that are not in the current build of this mod file WARNING: The methods in which some of these modifications have been created involve creating copies of existing files and then editing them. To my knowledge, these mods are compatible with each other, but may not be compatible with other mods out that that use the respective edited files within these mods. Enable with other mods out there with caution, if you so choose to do. The reason a large part of the code is done this way is to keep it easier to create this type of content and to allow developers to make changes more easily, if they decide to include any of the content provided within these mods. If you encounter any bugs, errors, exploits or overlooks as a result of these mod mechanics, or if any information given here is in any way inaccurate, please let me know. Special thanks goes to @Arkathorn and @Desblat for their help in guidance of mod coding. If you want to contribute to the way the you can post your own mechanic changes seperately. Additionally, any changes that aren't already mentioned here, which you think would do well for the game (in relation to what the mods here already cover, e.g. Willow) are welcome. Also, any constructive feedback is welcome. You can discuss this mod and anything related to it in the comments of this mod file page, or in this topic.
  10. Hey, two friends of mine, and I, put together some videos of us playing Don't Starve together. We've produced two so far, and are looking for feedback. I am aware of the background noise, we know who that's from, and we're going to try and resolve that issue. Some advice is appreciated for editing as well as this was the first time I ever edited with premiere pro. Episode 1: Episode 2: A big thank you to anyone who bothers to watch and leave feedback.
  11. Hey all, whats happening. Thought I'd post a link to my LP series I started for Don't Starve.I only just found this game the other day so would love all the feed back I can get.Thanks so much for taking the time to drop by, it means so much to me :)Buckle
  12. 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.
  13. Hey whats up guys. My name is AFROMATIC, I just got into Don't Starve a couple weeks ago and have been hooked since. I decided to start a Let's Play Series and I thought I would share it with the Community. Im new to the forums so let me know what ya think and I hope to talk to so you guys. PeaceEP #1 http-~~-//www.youtube.com/watch?v=CaMhPawOj6Y&feature=youtu.be
  14. I've been toying with the idea of giving a feedback after finally finding enough time to play the game again this weekend. So, before the winter update hits us hard, I want to share some thoughts. The game definitely evolved since December, when I started playing, and most of it is in the 'fun' direction, yet is also way too easy to manage, and below I explain why. Keep in mind it's my personal opinion and feedback, not truth I wish to force onto everyone.1. Insanity is way too easy to manage. You can eat some monster meat in the morning, slaughter a few beardlings and then calmly chomp some homemade meals and you're golden. This gives way too much control to the player and such control eliminates the threat element from the insanity. 2. Eating raw meat and fish shouldn't count towards insanity and eating crock pot dishes shouldn't remedy insanity. Sushi is raw fish. Tartar is raw meat. But that's not the only reason. The food counting towards sanity/insanity is the main reason behind point 1. It gives us total control over insanity. Why should this be the case? And why can I go insane and recover as many times during the day as I want to? Woudln't it be harder and harder to crawl from iinsanity back to sanity every time we slip into madness?3. To give some constructive feedback to 1 and 2: the insanity 'recovery items' should be removed (at least to some degree) and the insanity should drop at all times, both at night and during the day (recovery during the day sounds odd to me. You're still trapped and you still have another night to look forward to. If anything that woudl make us go more insane with worry.) Yes, there should be wasy to recover sanity, but not such drastically easy ones like munching a few chicken nuggets MADE OUT OF HONEY AND MONSTER MEAT might I add. Gradual approach of a looming threat is much more stressing than a controlled period of insanity.4. Insanity monsters. I'm very lukewarm about them. On the one hand they're very cool but on the other they're just a cheap death. I'd much prefer them to show up and start following you at sanity 20-30, stick even closer when insanity is approaching and attack when it's at 0 so that I know 0 means monster attack.5. Love the hands that steal fire. Love them.6. Honey is still the ultimate remedy that fixes everything. All 3 meters can be managed with enough honey and a handful of vegetables or monster meat.Tl;dr: Insanity is way too easy to manage in that it's entirely up to the player when he or she gets insane and when to recover from it. Food causing insanity and being a remedy for insanity is bananas and also gives way too much power to the player. It's way too easy to farm beardlings for nightmare fuel by just going insane in the morning and recovering from it by lunchtime or before afternoon tea and scones.So that's my feedback there. Quite eager to hear what the rest of you think about it all.
  15. No one ever talks about yeti boss ;_;
  16. (i'm from poland. sorry for my english)Those are my suggestions to you, dev, because i noticed that starving is a kind of VERY RARE death. Right? I never starved to death and I think other too (or not so many times as it should be). So, this is my feedback. Bump this thread and write your own ideas!THREAT WILL BE OFTEN EDIT BY ME SO LOOK HERE DAILY ;D1. You shouldn't eat for all time the same dishes. For each the-same-dish you get some kind of penalty - i don't know exactly what it will be.2. Randomly you should start with Vegetarian (20% chance per world), carnivore (20% chance p.w.) or normal man/woman (rest of 100%). Vegetarian has own nutritional needs and must be played another way than for example carnivore.3. bird trap is overpowered! you should catch a bird with LOWER chance.4. Seeds are overpowered! they give too much hunger points/they spawn too often.5. Water. Water. Water! (giant topic ;P)6. you should get hungry faster when working. with this version of don't starve I don't see any diffrence between hard working and staying in camp.7. you should have poisoning effect. i mean that you can randomly after eating some types of food get sick. in that case your hunger is increasing rapidly for... about... 3 days.8. in my humble opinion whole system of hunger is little bit easily constructed. i mean hunger should rise quicker.
  17. 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!
  18. So first I'm going to start with feedback. I love the game. Simple as that. I can deal with the minor bugs (freezing for a few seconds when switching over to day). The new enemy/boss idea I had was... wait for it... SLENDERMAN! Or a Slenderman like entity. He would show up the night after you pick up a certain item. He would attack three different times on that night or the nights after. When you defeat him for the last time he would have some sort of climatic death and drop some sweet loot. So there is my idea. I hope you all take it into consideration because it would be quite amazing.~Love a devoted player of your game..
  19. I just added them, have a read http://dont-starve-game.wikia.com/wiki/WX-78_quotes Charcoal- "COMPRESSED DEAD MATTER. WHAT IS NOT TO LIKE?" -edit- Also check this out, all characters got their own page now (Wolfgang is coming, don't lynch me!) http://dont-starve-game.wikia.com/wiki/Character_quotes
  20. 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.
  21. We would be very happy to be able to share our generated maps by sharing each others random seeds A feature allowing this would be nice. Not much to say, it's self explanatory!
  22. So I bought this game thinking "What the heck, seems ok, I've got money to spare. Probly nothing good though...(Despite looking them up to make sure they were for me, I've been buying some games that didn't turn out how I planned lately.) Now, I've been playing since I bought it at 5pm today, would play longer, can't wait for the weekend. You guys made a game that I put up by Minecraft. And to compete with Minecraft's success, is almost unheard of. Thank you so much for making this. One complaint though...I was sad to hear a confirmation of no multiplayer, not even in the future when you guys are done with the initial game? I'm talking like, 1-2 years from now but really, never!?
  23. Please dont read if you hate spoilers Hello, i want to give a little feedback to the game. After Minecraft and Terraria (and Amnesia) i found this game. It looked just right. Some kind of Tim Burton Style that i really like. Normally i don't buy games i've only seen the promotion video but this time i did and it was all right. It is just great. After dying a lot i somehow get into it and know i managed to stay alive for some time. (Best moment so far was as i watched a red devil sneaking around and stealing my traps and not forgetting about the werepigs. One night i wanted to kill some spiders with a little pig army at my side and suddenly they all got very furry and wanted to kill me. So i ran around my little camp fire the whole night. My pulse ran like hell. Finally i managed to stay alive till morning as the pigs changed back. I felt great this moment.. great till the afternoon where i got so carefree that a hugh bird killed my char.. again. (Oh.. this eggs are looking just fine maybe i can get one...) I think this is a game (like minecraft or terraria) where it is a hugh mistake to spoil yourself using internet or google, cause it kills every pressure if you know what this or that monster can do and what could happen if you let some things grow.. I'll hope there will be some kind of goal you can reach with your char after beta (instead of only staying alive) or some big monster bosses (if they're aren't already some) or something like this but till then i'm happy to see other players suffer at the beginning of wilsons incarceration...
  24. Looking for Little Inferno and the CS: Complete pack(will get it on flash deal if no offers made, so please be fast if you wish to trade it), offering Dota 2 invite and Don't Starve key. Other games might be accepted on an individual basis. Thank you very much for your time.