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Found 5 results

  1. Since JoeW encouraged more discussions about game's future I figured I might as well bring up the topic of progression once more. This time I'll try to give less ideas on what can be added and focus more on why progression should be added into dst. Let's start with aknowledging on how dst functions right now: To new players dst is quite hard provided that they're going in blind. If they decide to watch tutorials/read wiki etc then all they need to be a qualified 'experienced player' is some practise. Learning kiting paterns, crockpot recipes, farms designs and all that. Once you learn these, dst can become quite predictible and even dull at times even if you haven't experienced all of its content yet. This is because majority of new content is optional or decorational. Bosses that you need to disturb yourself, long journeys that reward you a statue sketch. You've already seen everything the game can throw at you, the rest you have to find yourself. Many experienced players here suggested that Klei should add more forced content. The most common response is 'No it'd make the game too hard for begginers'. This is where progression comes into play. It'd allow Klei to add more forced content without making early game too hard for newcomers. Progression can occur in 2 ways: actions done or days survived. I believe that both of these ways should be added into the game. Now I hear you saying 'What's the point of progression, you'll learn what happens after what and will be bored again'. And that's why I'm putting out an idea of randomness. Thanks to it every playthrough could be different. To give some examples we can already see in game: Antlion (forced content), map's shape, skeletons, locations of salt statues, setpieces. Randomness combined with progression would definitelly spice things up as you wouldn't be sure what your action could've just caused. Keep in mind that when I'm talking about forced content I do not mean 'Hounds and Deerclops attacks-like content'. Forced content might as well be a small inconvience to the player simmilar to sanity drain of a dead player or Skittersquid running across your screen. Progression could also very well be related to atmosphere and ambiance. Remember that when talking about a big change to the game you always have to see beyond what's only written Now for some examples: -Seasons receiving new content after you've survived them. If you think adding all of this would make seasons feel overpacked with stuff then the game could pick only one effect for this year which wouln't happen in the next one (unless the game rolls it again) -Natural Pig villages being more randomized. Wild crops growing here and there. Sometimes a bonefire could be present -Pigs getting smarter after some time. As in they're able to plant their own wild crops, collect items, create tools and armor. AI also gets smarter of course. Player would either be forced to use other helmets or a new source of pig skin could be added. -After visiting Lunar Islands/Assembling the crafting station there'd be like a shockwave that'd indicate a big thing has just happened. An arrival of new critter to the main island. This mob would act differently depanding on the moon phase, not just the full moon. Speaking of it full moons would be more lively now. -After some time eagle-like birds appear on the main island. Neutral but can be deadly. -After crafting something at pseudo science station insanity could have more effects. Or a new Shadow Creature that instead of killing you makes your life a nightmare -After some time the sea gets filled with groups of aggresive pirhana-like fish. If you don't want to deal with them you'll need to do some special stuff -Defeating the Fuelweaver sets a chain reaction of sorts. -A small ant-like bugs which are only for decoration and atmosphere As you can see forced content doesn't have to be a destructive hound wave or a boss visiting you. Progression doesn't have to immediately change your entire gameplay. Discuss, give your own ideas and if you're against it then do tell why Tldr: Progression allows forced content without discouraging new players. Forced content doesn't always have to mean a boss arriving at your base. More randomness would spice things up so the game doesn't end up predictible.
  2. I'm upto day 380 but I took these screen shots on day 372http://steamcommunity.com/profiles/76561198061110181/screenshots/After a while it gets to easy, so I just made a new customized world so I can get that new world feeling, im playing as Wolfgang with no winter and no hounds
  3. Bug Submission Please choose a category [Graphics] Platform Steam Version Number - Issue title Solution to mouse hitbox/ screen zoom issues Steps to reproduce I've seen a lot of Issues where people cannot click properly in game while in full screen because mouse detection is way off or the screen in zoomed in too far. I may have a solution. Describe your issue Steps to Fixing these problems: For Windows 7 64bit 1: Locate the dontstarve_steam.exe file in your steam folder ---(usually "Program Files (x86), steam, steamapps, common, dont_starve, bin) 2: Right click dontstarve_steam.exe and click on compatibility. 3: Click the check (so it appears) next to" Disable display scaling on high DPI settings" ---(optional: click the box for "Run this program as an administrator") 4: Click "Apply" 5: Start up don't starve and make sure your refresh rate matches what your monitor can support. 6: Enjoy! (hopefully) Sorry if I've posted this in the wrong location. But I figured it would get exposure here.
  4. While playing "Don't Starve" I have been noticing that after day 30 or so the game becomes pointless. Yes they obviously aren't even close to finishing it but I thought I'd put in my input in about what could happen as days pass, and you get bored, and nothing is challenging. In my opinion, rare events should happen slightly more often and other rare events should open up every 15 or so days. Also enemies could wear armor as the days progress and careless mistakes could cost you a lot. There could also be "Boss-Type" fights at certain spots on certain days. For example: Every 5 days from days 5-20 you can access boss X at location X Every 5 days from days 25-40 you can access boss Y at location Y (Both giving you an OPTIONAL boss fight, with reward of course) Npc's?: Yeah there are the pigs but I mean real, people Npc's, or something similar, I mean it does seem odd that you are the only one in the world for a second then you find a civilization, it would kind of ruin the point of the game. But could there be some way to implement something similar? Maybe. But these Npc's should: Sell you things or have some sort of trading system. Give you tasks to complete. Be for sale as a guard or a companion. There are also many other things they could do if that wasn't the direction you wanted. Nights becoming different as time passes: Full moons bring harder enemies, Colored moons can bring certain types of enemies. Example: Blue moon: Ice enemies Red moon: Fire enimies Story progression: Obviously the story isn't even close to done, but when it is instead of just laying it all on you: Start: 70% of the story Middle: 5% of the story End: 25% of the story ^Don't do that^ You could base it off of days and player progression, releasing parts of the story as the game progresses. And hopefully finding out who Maxwell is. 0.o That is really all I have for now, but I'd love to hear others' suggestions on what should happen as time passes.
  5. PART 1 Since it’s so close to the next update, and i’m really hoping some new map generation will be included, i’ve been waiting to start my next run of Don’t Starve. So instead of playing briefly today I decided to write up some observations and general ideas. So aside from the feather hat I have built/tried all craftables, done battle with every kind of monster and played all the available characters. I would certainly say i’ve used all the content so far. After a few deaths just working out what in the game is deadly and what isn’t, i’ve ended up suiciding with all the characters just to try a start with each one. To start, let me just say I really love this game - the art design, quirky character quotes/personalities, and feel of the game world are all excellent. I found it by far the most entertaining at the beginning, having no idea what to do (didn’t read any spoilers) and testing things out. However, one thing that seemed pretty obvious was that the only threat to surviving was really doing random dangerous stuff as part of the learning process (dying at a beehive, spider nest, fighting tree-zilla, etc). Gathering enough food seemed really trivial even on my first playthroughs, and that was without using any “exploits” - I was using traps with bait to catch rabbits and bird traps to catch birds. Never even saw a reason to transplant berry bushes although I did later on just for the fun of building a garden of sorts. My first suggestion would definately be making the (early) game much more difficult. There are just so many resources around, and sources of food, that it doesn’t feel like a struggle to survive at all. Now I was considering the result of having far fewer resources around, and initially that would seem bad simply because the map would be quite bare and unappealing. Perhaps it would make more sense to have some “filler” type things, such as shrubs or sapling trees that are too small to yield usable resources. This way it would be possible to avoid the abundance of resources we have currently without making the screen look barren. On my last start i had more than 40 carrots after a couple of days of exploring, that seems totally excessive for a game focused on survival. I understand that some of the problem with re-starts seeming quite easy currently is due to the research system, which will be changed (hopefully this coming update), and that should help to make a new start a bit more fun as there will be more to do with prototypes. No big suggestions here as I quite like the idea of building prototypes, hopefully at a much higher cost so that it is not trivial to just research everything. Can’t really say more on this until the new system is revealed! So, what seems like the biggest issue for devs and sometimes for players, is having a “base” that is just too safe, as well as lack of motivation to leave and explore. I felt like the idea of having resources be divided in some cases between different biomes was designed to encourage the player to travel between different areas to gather needed resources. However, transplanting of course made it extremely easy to go dig up however many grass/trees/bushes you need and build little farms of the stuff at your base. I had two ideas that perhaps would help with this problem. Firstly, having the process of transplanting reduce the output of the plant. So once a plant is moved, it then will grow much slower than in the wild. Providing the reduction in growth is significant this would mean wild plants would be much more valuable in terms of yield as transplanted ones. Now I know people reading this will be thinking “if that was implimented, we’d just go dig up as many extra plants as needed to compensate”. So... secondly, how about changing the mechanics of digging up a resource, so that it does not automatically produce a plant that can be replanted. Say if you only got a plantable resource 20% of the time, it would be more of a risk/reward choice to try and dig things up as you might end up destroying them. Now if this was combined with my earlier suggestion about reducing overall resources in the gameworld, the choice could be an important one. The way I imagine it is that founding several bases of operations near different naturally occuring resources would be preferable, and that digging up plants from more distant areas that would be too far to harvest to suppliment the natural resources might be the way to go. This kind of setup would help encourage travelling further out to get more of an elusive resource, and due to the element of chance in trying to dig up the plants there is more of a sense of adventure in it (rather than knowing 100% you’ll get X number of berry bushes from a location). Making these kinds of changes in general environmental difficulty would make the early game less of a cakewalk like it is at the moment, although even if current resources were halved along with a low % chance to produce a plant when digging, it would certainly be within the grasp of the average player to create permanent camps planted with needed resources. However, it would be a (I think) fun challenge to find and build up a bunch of bushes, or grasses, or whatever resource you wanted, with perhaps some sense of achievement to it. At the moment I’m seeing screenshots of people planting 50+ of everything in big fields all around their camp with no difficulty in doing so. On a side note - having plants around that don’t yield resources, to fill up some screen space in the absence of some current resources, would give the opportunity to use them as decorative items should you wish to dig up and replant shrubs/saplings around your camps.