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Found 3 results

  1. Now maybe it’s my own fault for expecting something bigger.. but I was incredibly disappointed with Moon Quay Island when I finally found it.. (which took about 3/4 real hours sailing..) Its just that the island is so very very small.. like there’s little reason to want to go here and explore- yes.. the “Curse” is a fun unique gameplay element but.. As you can see here the update has all this cool stuff- It’s just jam packed in one little island that leaves the player little room to move around, dodge/kite or explore.. The freaking Catcoon biome (I forget what it’s actually called) is more interesting and unique- it’s huge.. there’s lots of trees, and there’s Catcoon Dens which you can rummage through to get whatever they stole from you back. I would absolutely love it if this island could be made larger using the same things shown in the above link, such as a make the biome at least as big as a standard “land” biome like the Beefalo Savannah or Catcoon biome.. spread the Monkeys and their huts out a bit, fill the map with the Sandy beach turf, the Palmcone Trees, the Crustashine critters, and Banana Trees, maybe you can even have X marks the spot treasure hunts appear on their own Island that would give the player a reason to WANT to become Wonkey to explore the Island as a Monkey without you know.. getting mauled/robbed all the time by them? In my current game this island is small (this could be due to how it retro fits..) and because it’s small it’s just a small area full of Monkeys that will completely rob you blind in a few seconds.. Hamlet had POGS and Shipwrecked had the Primeapes that would also do the same thing… except- Those islands were bigger and gave the player room to explore, dodge, kite or simply avoid them… This one however (which again could just be how it retro fits as I’ve yet to try generating a new world to see if it’s any bigger..) is too small to do much of ANYTHING on.. Don’t get me wrong, I absolutely love the new game mechanics, the craftables and all the resources, biome features- but what I don’t like is that its so jam-packed in one tiny area. Where as.. if the beach were larger you could do things like put X marks the spot treasures on the island, or make it so the new Polly Rogers bird can spawn and land on the Moon Quay islands Sandy turf when you wear the Polly Rogers hats (like how when the player builds a Scarecrow it makes canaries spawn instead of Crows) Giving the Island itself unique features besides becoming a Monkey.. or resources spewing out an unnatural portal to want to frequently Revist the area.
  2. TL;Dr at the end Since time immemorial we have all sought the perfect spot in the constant through which to access each biome with the least time spent getting to important locations. Ocean content is here and it's being spread sporadically all over the ocean. While yes, we have boats that are getting goodies all of the time, sometimes you need multiple boats for multiple ocean locations and it can be jarring. A boat for a waterlogged biome. A boat for pearls island. A boat for lunar island. A boat for quay island. And the list may get longer with time. The Pangea style of the default map makes traversing something on the other side of the landmass a slog. Building up multiple boats with decked out Malbatross sails/anchors/steering wheels/etc in each one feels like a waste/chore. Plus, building boats for multiple purposes is already an endeavor some undertake. You certainly don't want to make multiple boats with different focuses (cannons, cooking, fishing, weather, etc) for each location, right? I don't mean to make boating obsolete either. The simplest (maybe not coding wise) is to allow the boat to go off map and teleport on the opposite side; aka the shipwrecked way. However, I think a more elegant solution is to allow the creation of large whirlpools that act like wormholes. These Whirlpools could be affected by the phases of the moon (giving the moon dial an additional use). Being dormant during new moons, becoming active during half moons, and growing progressively dangerous all the way up to full moons (full moon destroys structures on top of damaging the ship severely, but you still get to the other side). This facilitates quick journeys that are simply meant to be point A to point B and back to point A, while also not trivializing ocean traversal or boats. Additionally, ships will need sails/anchors/steering, to enter the whirlpools safely so as to not give empty boats an advantage (or risk sinking). A "mini-game" could even be added where the player must always be sailing the opposite direction of the whirlpools pull (and give Malbatross sails an advantage during stronger pulls) momentarily before being sucked in. With these restrictions in place it would not be unbalanced to allow the player the choice of where to place them (except maybe the distance from land). TL;DR I just want a way to teleport my boat around the ocean (not the character). Sometimes ocean biomes are at the far corners of the world incintivizing empty boats and simply rowing there. I'm sure people are already thinking of just building loooooong docks to some of these biomes instead of dealing with multiple boats.
  3. Islands of Corruption A Roleplay by gloryKAT A strange force is slowly corrupting the islands where Maxwell's prisoners are kept. They are slowly growing bored of his prisoners and Their corruption is slowly being used to corrupt the elements of the islands in order to provide a new source of entertainment. They have demanded that Maxwell bring new prisoners that will provide more entertainment, those with will and spirit instead of those who stay hidden away to fight their battles another day. New prisoners, tricked by the promise of new powers and the like, flood in from everywhere. These new entertainers prove to be a valuable source of entertainment, but Their corruption is still in effect, bringing odd changes to the land, including frequent hound attacks, odd weather changes, and sometimes even odd new species of creatures. One example of this corruption is an unnamed subspecies of hound, which is larger and more powerful than a normal hound. These hounds are fast, and hence, not many have seen them. -------------------------------------------------------------------------------------------------- Rules of the Roleplay: No godmodding. If this happens, you will be warned.No switching from characters that have not been created yet. [ex. She ran away, the wind suddenly circling a small tree. Suddenly, the tree came to life, becoming a treeguard.]Limit of two characters at a time. If you decide to get rid of one character, then you may create another.This is at the very least a semi-literate roleplay. This means that you require proper punctuation, proper spelling and proper grammar. Please make sure to check over your post before posting. (None of this: "so the dog went to theyre store and got hos owner to bought some of there best dog treat's")Proper English, please. Don't speak in Japanese/Chinese (some spammers are known to do this) or Chatspeak. (None of this: Wow dat wz so 1337! dat wz amazing!)Canon characters ARE playable, but I will need a good character application.When speaking Out Of Character, please use brackets or add the prefix OOC to your Out Of Character message.No derailing, please. I don't appreciate trolls and derailers in my roleplay.------------------------------------------------------------------------------------------------ Character Application Form: Name: Age: Gender: Species: Appearance: History: Personality: Abilities (if any): ------------------------------------------------------------------------------------------------ All characters are listed below. Name: Shard Age: 17 (age counted in human years) Gender: Female Species: Hound (with wings of fire) Appearance: http://i43.tinypic.com/qrj8qt.jpg History: Shard was once a human with a different name. One day, while in her house, she was promised special powers... something that would make her different from everyone else... something that would make her special. Little did she know that these special powers were not the powers she imagined... and she was sent to the world of Don't Starve as a hound, with a form of special powers: wings, covered in fire. Personality: Shard is somewhat shy, but tries not to be. When she is trying to overcome her fear of people, she is often very friendly. However, as she is a hound, she is occasionally shunned, which only benefits her shyness. Abilities: Shard did get her special powers from the promise, wings. However, because of the fact that her wings are on fire, she must be careful around flammable objects such as trees and bushes. --------------------------------------------------------------------------------------------------------