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Found 5 results

  1. we have GOT to have a current age default outfit for Maxy boy. Short-sleeved suit jacket with different colored pants? what is thisss, he's supposed to be "Dapper but frail", where are his dapper traits?? I drew a awful amateur mockup of what a better look of his outfit should be, but i mean what i think what is important is to finally match his official/cinematic artwork better. I believe the original(current default) outfit was based on the early design decisions back with just solo Don't Starve(imitating Wilson's silhouette with short sleeved tops), so it makes sense of why he had this to begin with, but now we are at a good place when it comes to intricate designs; (ex. Walter having very detailed shoes even, cosmetic options featuring distinct additions like tails or rings, etc.) His refresh the only time to have a good reason to revisit his default attire, so i hope it's still possible to happen. Please Klei elsewise, i think the https://steamcommunity.com/sharedfiles/filedetails/?id=2809332721&searchtext=maxwell mod is really cool for utilization for his shadow puppets, but to me i fully trust whatever klei does to him gameplay wise
  2. Not to put any unnecessary pressure on the devs (which of all the games that I've been playing I'd say DST's are the best), but I feel that the community and myself are really excited for Maxwell's refresh. There have been SO many threads in "suggestion & feedback" on Maxwell ever since the first refreshes were announced. Awesome ideas ranging from QoL (having a night armor equivalent for the head slot or having shadow minions attached to the Codex Umbra like Chester to Eyebone) to actual batshi- guano insanity like puppeteering/possessing mobs and bosses or having a proxy shadow self akin to Wendy and Abigail or some kind of craftable nightmare throne that does god knows what. Basically, I'm just really hoping that we get a totally different character compared to how Maxwell is now like they did with Wolf and WX. I don't expect it, but I can't shake the dread that the refresh will release like "Maxwell now has higher max sanity. Minions take up less max sanity. Shadow duelists have more health. Maxwell is now a faction character and can befriend insanity monsters." I want Max with loggers to suddenly become as useful vs. Toadstool as Woody or something. Seeing that Wanda has stolen Max's "Frail old person who has powerful magic/glass cannon" architype and does it 10x better, I really hope they give him something we've never seen before. These are all things we've heard expressed time and time again but I'm just really excited and anxious for it
  3. I don't post here often, but I really want to share these ideas. So, as a Winona main I have spent hundreds of hours playing this character. I like her a lot and it's sad that she's used as a switch-and-dump character because once you build her catapults, generators and trusty tape, you can use them with any other character. I believe this can be changed without turning Winona into a selfish character (IE making her the only character that can use contraptions) The gist of what I'm about to propose is this (consider this a TL;DR) : 1) Winona is and should remain a support character. She's not supposed to be a damage powerhouse or OP boss killer. 2) Winona should NOT be a selfish character : other characters should be able to use her contraptions, and yet; 3) Winona should have incentive to play actively, not just swapping to build / craft stuff. OK, now to get more specific: For point #1, I think Winona needs some tweaks to her contraptions. The only realy useful one is her catapult; absolutely no one uses her spotlight because of its tiny light radius and disappointingly small range. My suggestions in this regard are: #1A) Buff Winona's spotlight significantly, to the point where it's on par with Wickerbottom's Lux aeterna book (which gives a spawn radius similar to a Star caller staff's and lasts 2 whole days AND gets repaired in the bookshelf). Turning it into another copy of Star caller staff wouldn't make sense seeing as Wickerbottom has that, so I suggest these simple changes to make Winona's spotlight viable in any base (or at least the center of a megabase): -Increase its light radius to that of a lantern / miner hat -Increase its range to that of a lightning rod - Reduce its power consumption : Spending a gem every night for light is too expensive even for late game. One gem should keep it going for multiple nights, but I leave this to the balance team (and ofc to the readers to comment) #1B) Winona needs more supporting contraptions. I have a couple of suggestions and I would love to see what ideas you guys have: - A resource gathering contraption - Either like Hamlet Wagstaff's thumper (which farms trees) or something that picks plants (the way lureplants are used in reed farms, etc). This would make Winona synergize well with Wickerbottom. - Boat propellers - pretty self-explanatory : a boat attachment which grants medium (stackable) speed buff and quick direction change. - Fish zapper - another boat attachment (similar to a Pinch n winch) which, when deployed, shocks nearby fishes which kills them (could work against cookie cutters too, maybe?) pretty unethical, but so is using catapults against doggies for their kidney stones. 2) Self explanatory - all characters should be able to use Winona's contraptions, but not in a way that makes Winona obselete as a main character. This is where point #3 comes in: #3) To incentivise players to play Winona consistently, I suggest the following mechanic : Generator Maintenance. This mechanic makes it so that after building a generator, a 5-day timer starts, after which it become "Faulty" and require maintenance, which involves clicking on the generator and performing a short animation (just like speaking to plants - it takes two seconds and doesn't cost any resources). ONLY WINONA MAY PERFORM MAINTENANCE ON FAULTY GENERATORS. This will give players a reason to stick to Winona (or even play Winona solo), as ran-down generators would have the following (slight) downsides: - Worse fuel efficiency : faulty generators would have the current fuel duration (as opposed to the buffed duration mentioned in point #1B, such as 3 days in the case of a generator wired to a spotlight) - Contraption malfunctions : Winona contraptions wired to a faulty generator would also have suffer slight downgrades: *Catapults would attack 50% slower (so still viable for hound defence if Winona is offline, just a bit slower) *Spotlights would have their light radius reduced to 50% (smaller than a lantern but still bigger than what it currently is. Maybe the size of a torch's) and range likewise reduced (but still big enough to fit a small base). *Propellers (if added) would move the boat slower (but not worse than a regular sail) and lose the quick direction turning feature *Plant collectors (if added) would have their range reduced and pick rates slowed down. *Fish zappers (if added) would have a longer cooldown and smaller number of mobs hit per use. Thank you for reading my suggestions. Feel free to give any criticism or further suggestions on this Topic, I hope Klei devs will take notice of some of these points and make winona something other than a switch-and-dump character. Fingers crossed! - Gabriel, a Winona main (1600+ hours on record)
  4. Well, the game is really looking much better with this smooth 60Hz animation and scrolling, but it's quite problematic, that the game decides by itself if the player has got a "fast computer" or not. There should be a option in the settings menue like "computerspeed: fast/slow/automatic". Here's the reason why: I'm running the game on a laptop and the game seems to rate my PC as a "fast computer". This is true in the first place (although "fast" is a bendable definition), but after playing some time the computer is getting really hot (like many laptops/notebooks/netbooks do when gaming) and the processor is automaticly clocked down (done by the hardware, not the OS). Now my computer is actually a "slow computer", which makes the game stumble. Of course, it might be a solution to implement a runtimecheck, if the computer is "still fast", but that would make the game switching back and forth the frame rate or (matter of actual implementation) would make the game running smooth at the beginning and "unsmooth" after a while. So I suggest the already mentioned three state option "computerspeed: fast/slow/automatic" with the default state "automatic", since this would be OK in most cases. Keep on the good work! Don't Starve rocks!
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