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Found 32 results

  1. HI Recently I decided to make mega base on Lunar Island, wanted to test how good is that + I didnt seen anyone else doing that. Lunar Island is like a paradise island, no nightmares, no deerclops and no bearger can spawn while you are on island, thats the best thing about basing there. Only thing you need to worry about is hounds and antlion at summer. Two things I noticed on Lunar Island, that you actualy can summon Reanimitated Skeleton and activate shadow bosses at new moon. Its probably intended, but I think you should be not able to summon them on Lunar Island, because nightmares cant step on there and they both are nightmare/demon type creatures
  2. Hello! I hope everyone has been having a good Year of the Carrat and a fun time in Don't Starve. Me and my friends were enjoying the Year of the Carrat activities in our server but we all had the same ideas of what could be improved or polished further beyond what it currently was. We really like the kind of chao garden aspect of the whole thing how can you feed your carrat special seeds to change its colors and train it to be more unique and race them against each other for prizes. However we felt it was a little unfinished and I understand it is still in development, but I wanted to just give our collective opinion on it. - The first thing we noticed once we got deeper into the mechanics of it is how the Year of the Carrat menu theme plays whenever you place a carrat in one of the training gyms. This is a good music track especially for the menus but it is really unfitting in the actual game, I know it's based on the Rocky Theme but it's so minor-key and relaxed as a musical piece that instead of making the player feel pumped up that they're training their carrat it kind of does the opposite. We noticed it also immediately cuts off any other music that is playing. - Another issue we kept encountering is just how easy it is to kill your own carrat or a player's carrat. I understand left clicking kills it and right clicking picks it up but when you have to through so much effort to feed your carrat only to accidentally click wrong or to have another player click wrong I think it really goes against the spirit of it. My suggestion would be that if you feed a carrat so that it changes colors, that you can't left click to kill it, and must use the standard ctrl+F to kill it as a neutral monster. I think this should also apply to other players as well. - The only other unanimous criticism we had was that if you start out solo you have to lose to charlie's carrats for many days before you get enough lucky golden nuggets to build the gyms and the scaling equipment. I think this could be easily fixed by nerfing Charlie's carrats so that they have the same stats as the player's carrat or by making it so feeding your carrat will sometimes drop a lucky golden nugget. In the end, a bearger came into our base and destroyed everything (which was our fault) and we were really sad that it also killed the carrats that were training in the gyms when it smashed the gyms to pieces with its quake attack. We thought it would be cool if maybe it was changed so that since the bearger is part badger that maybe its attacks would not effect the carrats or that perhaps the carrats would naturally leave the gym on their own and run from it. Regardless we're having a good time with the Year of the Carrat event and we hope everyone else is as well and that it continues to improve.
  3. this is a simple balm lily farm, i m to close of meddling and temperature are to low for it plants, i m make it hotter. but the site of the space heater is at 60 c and the other side is in 30. I think if exist a machine that homogenizer pressure and temperature of a gas in an room should be done in that kind of situation
  4. I play this game a long time, and on of changes that make me confused is about those skills. i accept hat because i like that feeling of organization and about everyone knowing what they need to do but i think that skill punctuation of RP-383949 is just to bringing easy. and i say that because is easy of any dup get good in anything. i don't know if this is hard in terms of development but i this it is cool if dupes needed more point to update for next hat beyond that i think some hat a able to take more points until maximize certain hat. but to take it more interesting that will be good if each level of a hat allow it to do a new thing. for example, me-ma has one point to spend so she gets 1 for cooking. so all dupe can make mush bat (because is a survive food) but she able to cook liceloaf too. and of course, will need a certain level to update. like 8 0r 10, other as supplying that have more promotion will need lass level to update. think about something similar to that will make skill much more fun to get. i hope you enjoy the idea.
  5. I love this game, and one of my unabashedly favorite things about it are the bosses--with Klaus reigning supreme. The hunt and preparation for it, the atmosphere created by winter and the soundtrack for his fight, the actual combat, and the loot style--all of it is flawlessly executed. Correct me if I'm wrong, but all of this stemmed from Winter's Feast at some point, and so I was thinking that Hallowed Nights is a prime candidate for another similar style of boss. This is more of a rough template of sorts that kind of slowly snowballed in the shower, but as a concept I think it is interesting to consider. Preliminaries These events will take place during fall (during Hallowed Nights I'd assume it would follow Klaus re-spawn rules during Winter's Feast) and has a unique hunt style that could also add a new base game mechanic. Unless there already is deeper lore than I'm aware of surrounding the graves and they should remain untouched, I think they are the prime candidate for the hunt. Pigs that live near graves in the forest (or in the graveyard if they are built there) will replace graves as if they were never dug up during fall (potentially either once or a after X amount of time) and loot can be obtained from them once again. Assuming they are replaced once, digging them up during Fall has a chance to drop a unique item where you are more and more likely to get one to the point where you are guaranteed after X digs (for now we will call it "Eerie Effigy"). The player will recognize this item as important due to quotes, and that pigs recognize it as evil and will attack players holding it. Aside from that, in the graveyard biome, or very nearby, "A Totally Abnormal Tree" similar to Klaus' Sack and is the source of the impending battle. The player can place the Eerie Effigy near the tree and burn it to release the evil contained within, and this disturbs the tree awakening a spirit tied to the tree, and the fight begins. Mechanics of the fight Upon awakening, "The Spirit" (I don't want to have to think of a cool name lol) manifests itself into a particularly ghoulish nightmare that binds itself to "The Tree. The problem for the players, is that The Tree is awakened and The Spirit is loose, creating a tag team fight. This is definitely a raid tier fight so the health values and damage should be according to that idea. There are two major caveats of the fight with one being that The Spirit and The Tree cannot die while the other is still alive. If one is defeated while the other one is still alive, after a brief delay, the other will resurrect them with a slightly lower maximum health pool than before down to a minimum (ex: after 5 ressurects of the spirit his health cannot decrease after future ressurections.) There more than likely needs to be some visual or gameplay indicator that a boss is low on health for us puritans who avoid health mods. The other is that upon burning the effigy, an indefinite night cycle begins that will not end until the boss has been defeated. The Tree's eyes burn with evil bright enough to illuminate it and a small area around it, and The Spirit glows with dark flame. (The Spirit) The Spirit is highly aggressive and alternates between periods of abysmally low mobility, and high mobility. The spirit can move slowly towards the player in whatever style it moves, or it will periodically teleport to either the player or a distant location. Upon being near the player, The Spirit will perform an area of effect slam producing a wave of dark flame dealing direct damage, damage over time, and a severely increased sanity loss penalty as long as the flames persist. Upon teleporting away from the player, The Spirit will begin to charge up and blast a beam of dark flame across a line (think long range Winter's Feast Deerclops laser). The Spirit will also attempt to haunt a player who is insane. Solo, this will result in a stun, but with multiple players in the vicinity, the players can attempt to "remove" The Spirit from the player. An additional effect will be that any pigs in the area will be infested by The Spirit's magic and will become werepigs. If any players die and leave behind a skeleton, The Spirit will reanimate the corpse as a minion. The Spirit cannot be led away from The Tree, and will immediately return to it if players go too far. (The Tree) The Tree has no mobility and will remain rooted in place. The Tree will raise roots from the ground in multiple locations (similar to Poison Birchnut) that attempt to track the player. There will be points of eruption that indicate where they will arise so that the player may have a second to react. The Tree will also lob explosive dark fruit at the player (sort of like mortars). Periodically, The Tree will also release Totally Normal Acorns that chase after the player, but also have a unique mechanic in that they will attempt to dive into sources of light (including stars created) and envelop them in darkness. After reaching a certain health threshold, The Tree will release a blood-curdling scream and spawn Totally Normal Treeguards based on how many players are around (think Krampus phase from Klaus) (this makes allowing the tree to reanimate especially punishing). If the players are able to defeat both bosses within 5 seconds (or X amount of time) of each other, the fight will be over... or so we think for a brief moment. (Final Phase) The Spirit will quickly in a last ditch effort place its entire being within The Tree for a final reanimation. The Tree retains its dark fruit bombs, Totally Normal Acorns, and roots attacks, but gains additional abilities gifted by The Spirit. The Tree will gain a dark flame beam that can aggressively track the player(s) instead of just travelling in a straight line. The Tree will also have an ability I will tag as Concierto that happens periodically. Dark flames will surround the tree in a full circle so that the player cannot approach it without taking severe damage over time and it will begin a very orchestrated combo of lobbing dark fruit bombs and raising multiple roots in a particular area that only deal damage (think sand spike from Antlion). This will go on for X seconds where it repeatedly creates new patterns of danger zones to avoid before it is vulnerable again. If the players successfully defeat The Tree, the fight will end and the rest of that day will immediately turn into a full day of light, until the cycle goes back to normal the next day. Rewards I'm gonna be honest I don't even want to approach this, but I'm confident that Klei would come up with some appropriate style of loot. I'd assume that during Hallowed Nights the loot could include stuff specific to the event in addition to the regular stuff. Final Thoughts So what started as a Winter's Feast event created a permanent boss that so wonderfully compliments the game. I am super hopeful for Hallowed Nights being able to produce another boss that does the exact same thing. Oh, and it has to have a wonderfully eerie but powerful soundtrack like Klaus does. I love the music Klei produces.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. No one ever talks about yeti boss ;_;
  13. (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.
  14. 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!
  15. 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..
  16. 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
  17. 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.
  18. 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!
  19. 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!?
  20. 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...
  21. 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.
  22. I love don't starve it's such a great game. I just got the game and first played it on chrome, then i decided to just get it on steam so I did. I didn't even finish day one on chrome. I downloaded it from steam and played it until around day 43, when one time I tried to launch it and a steam window came up and asked me to choose between two options. I chose the first one which said something along the lines of download from cloud or something. Then it launched I was happy and then I clicked play -> continue and BAM DAY 1 where I left off on chrome Please anyone if there's a way to get my files back please tell me!
  23. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Mandrake drop bug. Steps to reproduce Step 1: Find 2 Mandrake's Step 2: Drop both the Mandrake's on the ground. Describe your issue I picked up 2 Mandrake's, then I dropped them on the ground but then, I could not pick them back up. I'm not entirely sure how to explain it. Can someone else please verify this bug? I would post a screenshot, but I don't think I have the required privileges yet.
  24. Hi everyone, I just tried the beta last Dec. 14 and I found some things that I think needs to be improved to added. Oh... by the way, sorry if my english could turn up bad or something, english isn't my first language so...yeah. 1.) The inventory box needs numbers. I sometimes get lost to what number I should press as the inventory box doesn't have any numbers. 2.)A "SORT" button could be a big plus to organize the items in the inventory, or you can just separate the box for food, tools, raw materials, etc. for easier accessibility and also to lessen confusion. 3.) The overworld "stuffs" are sometimes hard to click, specially if I'm NOT playing it in fullscreen. If pointer is pointed to it it won't highlight, yet if my pointer is more to its southern end without exactly entering the "stuff" that's the time it will highlight. hmm.. 4.) It is still dark even with fire during the night. I don't if it's just me but I think a more "REDDISH GLOW" is more appropriate with the fire rather than the "LIGHTER DARK GLOW" around it. Ofcourse I'm only talking about the area around the fire, the darkness of the wilderness away from the fire is I think ..natural?.. 5.) Auto-"Attacking" is I think a good addition as well, It's quite tiring to repeatedly click the mouse (not to mention is decreases the mouse life drastically). Perhaps a Single Click to the object then not releasing the mouse will perform an auto-attack? hmmm ... I think that's all for now. Cheers to the developer though for creating a unique, fun and challenging game. I hope you read this and incorporate some of this stuffs ..