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Found 9 results

  1. Since all the characters are getting reworked in some way, and willow seems to be next, I'm gonna spitball an idea of mine on how to make her both better and more unique, since that seems to be the goal of the reworks. Resistant to fire damage Immune to fire. First is her fire resistance, just make her immune again, the damage it does now is negligible, becoming more annoying than anything, and you really have to try to die to fire as Willow right now, so just make her immune again. plus you can utilize it in winter by burning things in your inventory to get some quick heat without being hurt, that would make you a walking forest fire however so caution is advised. Other players would be warmed by you however so the tactic has its uses. Can craft a sweet lighter... Next, only willow can use the lighter, much like other character specific items, also, make it infinite again. That's really it, she can still craft it and can still cook food with it, but all it really needs IMO is to be infinite again. ...and a cuddly bear. Bernie is fine I guess, maybe a bit expensive, but when willow has a low enough sanity to use it she is already freezing to death. So to indirectly buff Burnie I propose... Loses heat when insane Is a pyromaniac. Finally, her sanity mechanic. The freezing thing is, interesting, I guess, but the way it's handled is dumb, I suggest something much more in line with the whole maniac part of the pyromania. Like Woodie with his wood meter, Willow will have a fire meter, this will drain constantly, and will only raise when she is near enough fire to counter the drain rate. Holdin the lighter or torches will slow it down, but to raise it, you need to be near a bigger source of fire like a campfire or setting something else on fire, like a tree. While the meter is very high, you will passively gain a bit of sanity and she will gain insulation, allowing her to keep warm longer or heat up faster. If the meter fall too far down, then willow's body temperature will begin to drop and she will start losing sanity, both are based on how low it is. There would be some character prompts about her need for fire when it hits certain thresholds so players know whats happening. When it gets near 0 she will begin to take damage from the cold if the world temperature is like autumn's, if it's winter, then she will likely freeze much sooner than that. There is the consequence that in summer you can intentionally keep the meter down to stay cool without trouble, it makes sense that a pyro would have no trouble in summer so let's run with that. the fire meter is much more in line with her character and would be much more interesting to play with than just getting cold when your sanity is low. with sanity no longer being the deciding factor to when you freeze, you can be at high sanity and still cool in summer, thought your sanity will drain quite fast so be careful. But yeah, that's My idea for the rework, I really want to know what you all think about it, because there isn't enough serious discussion about it honestly.
  2. I want to preface this thread with a note, since I am basically going to trash Webber for the meme to get my point across: I used to main webber and I have hundreds of hours worth of experience with him. Hell, I made a steam guide for him that's on the front page of the most popular of all time tab. (You can see that here: https://steamcommunity.com/sharedfiles/filedetails/?id=1164565027 be warned that this is like, a year and a half old now, and the way I narrate things have changed) So, now with that out of the way, let's get to the main point. Webber sucks. Now, of course, people are going to jump on me and say "he's OP! He can make an infinite amount of food!" Yeah but he still sucks, and here's why. If you want to be viewed as a "good" Webber in any server, you'll need to be constantly spider farming. Spider farming allows for literal chests-full of sanity restoration (silk / top hats), hunger restoration (monster meat), and health restoration (spider glands). And the real kicker is that with the recent release of Wortox, Webber is now no longer the best character for health restoration, so now he's just viewed as a "meh" sidegrade to Wortox. Even if we remove Wortox from the topic entirely, Webber is still not that great of a choice to pick as a character after you have more than a hundred hours into the game and you know how to keep your three stats up. The reason? He's boring to play. Think of it, your sole purpose to a base is to sit at your spider dens and spider farm every night. This also sucks because it's absurdly OP. A competent Webber can live anywhere on the map, by himself, and survive as long as he has a handful of spider dens, because each spider drops fills each three stats respectively. The only real reasons why Webber should leave the spider dens are either to prepare for seasons, or to go fight something. Hell, even hounds aren't a problem because you can use spiders against them. Hell, you can even get away with using spiders alone to deal with hounds after day 100. To sum things up, there are Webber has two problems: -Boring to play -Overshadowed by Wortox and people who know how to keep their hunger and health up. Now, the fun part. How to solve them. The game discourages staying near your base 24/7, however this is not the case with your spider dens. A solution that sounds good on paper is to give Webber perks that encourage him to explore, or rather, be less glued to his spiders. Here are some ideas. Give Webber limited nightvision. As in, during the night, he will be able to see in the dark, however, he will only be able to see things closely nearby. In practical terms, he will be able to see the dark akin to a light radius smaller than a torch, but slightly bigger than Willow's lighter. Being able to walk around in the darkness will allow for more adventuring, however it's still needed to craft a lantern or similar to see more in the dark. However, his sanity drain during the dark should be left unchanged.Rework spider farming entirely. As in, change it's definition. You know how you can command spiders to attack each other? remove that feature entirely. You shouldn't be able to command spiders to attack other spiders, unless you have a spider hat. This allows more room to work with, and gives more emphasis on Webber regarding spiders as friends. Now the question is "how do you spider farm?" I put the rest of this idea in a spoiler because it goes pretty in-depth. Give Webber the ability to craft cave spider dens. Cave Spider dens should be able to be crafted with (and this is a subjective recipe for the sake of an example) 1 cave spider eggs, 12 rocks, and 10 silk. Now, what are "Cave Spider Eggs"? They should be new drops that drop when naturally-spawning cave spider dens are mined with a pickaxe. They wouldn't be able to be planted, as their only purpose is for use in Webber's crafting recipe. This would give Webber the ability to make spiders actually viable in killing bosses and such. The spider spitters and the cave spiders have so much unused potential in mob killing. Also, unlike normal spider dens, crafted Cave Spider dens work similarly to their natural counterpart, as they can't be attacked normally, and must be destroyed with a pickaxe, or mobs with the ability to destroy structures. It's also fire-proof, so that's a plus. However, to deter players from replacing normal spiders entirely, both cave spider counterparts should not be able to weave silk for Webber, nor be picked up. So, those are all my ideas. Yay? Nay? Klei? Leave some ideas of your own below, or bash me on the head and tell me why I'm wrong.
  3. So what do you think Wendy's rework's going to be? Will Klei remove her damage penalty and make Abigail weaker? Or add something completely different and make her a more decent character to play as. Please share your thoughts.
  4. Yeah, everyone's talking about how the under-rated characters (Willow, Woodie) are getting their reworks done very soon and talking about that, but let's flip the board around and talk about one of the OP characters, WX-78, and how it can be reworked. What are your thoughts on possible revamps that can make our favorite narc of a robot fun to play? I personally can't wait for an excuse to main WX again. One of the ideas I had for a rework is to allow WX to truly customize *all* of his stats, in the sense that you can raise a certain stat, costing another stat to be lowered. Of course it'd cost items to raise and lower stats. You could possibly: -Raise your basic 3 stats (at the cost of lowering a different stat) -Give yourself a natural insulation bonus (at the cost of increased hunger drain) -Increase your movement speed (at the cost of max health) -Increase your natural damage resistance (at the cost of movement speed) For decent downsides for WX, I think of something along these lines: -WX gains a small amount of sanity when killing organic creatures. (It becomes an obstacle if you're trying to be insane.) -WX loses a large amount of sanity when killing clockwork creatures (It basically ensures that you are insane when you are in the ruins, which is practically the only place in the game where you do not want to be constantly insane.) I'd love to hear thoughts about a possible WX rework, so don't be afraid to share below. (Also, yes, I'm aware of the "WX Upgrade Overhaul" mod, said mod was the inspiration for this.)
  5. I love Wolfgang in concept, but he can eliminate any difficulty in the game by design easier than almost any character. So... for the rework down the road (or maybe sooner if this actually gets read) since this character is supposed to be a coward, let's have his fear more directly influence his battlefield prowess. The main and simplest way I think this can be done is to use the sanity meter. Formula wise (and I'm just spitballing here), maybe have it directly influence the multiplier at a 1:1 ratio. So 1.6 or whatever his max multiplier is at max hunger would be multiplied by sanity (100% being 1 as defined in the code). So 1.6 x .8 (80% sanity) puts the multiplier at 1.28. Zero sanity would be zero bonus, obviously you don't want to remove the ability to fight altogether. In addition, maybe have the state of Wolfgang also play a part (wimpy, normal, mighty), giving an additional -10% to -20% to sanity penalties either through the battle formula, or perhaps even just to the sanity drain itself. EDIT: Additional suggestion for Wigfrid here since this is going to make Wigfrid look like the de facto choice for combat focused players, a suggestion I would have to keep her a bit more balanced is to add a meter similar to Woodie, but tie this one to combat, a battle hunger if you would. Failing to keep this one in check would result in a boredom debuff, increasing her hunger drain and possibly even her sanity the lower it is. Sanity-wise, maybe the effect could reduce your maximum sanity.
  6. Wolfgang is one of my favorite characters, I wonder what his new attributes will be. I hope he'll be next after Willow gets reworked, because he has nothing but his transformation from Wimpy to Mighty and his declining mental health. It would be nice if Wolfgang got a natural defense of 20% damage for example.
  7. I was looking forward to Winona being potentially a nice character, as before she was quite lackluster. Unfortunately from the get go, it was clear she still has glaring faults that sink her to a lower tier: The hunger loss per craft is too crippling at 5 per craft. With the amount of crafting you do in the early game for every little thing, new tools, light sources, refining materials to go into larger crafts, you lose more hunger than a Wolfgang by comparison. If this were 2.5 hunger lost per craft, It would still be a decent penalty, but as it stands Winona's the biggest food vacuum right now. With the her slower crafting kicking in at 50 hunger, it only takes 18 crafts to drain 100 hunger. Paired with the standard hunger loss over time, it really is a little bit of an issue. There's also the possibility of increasing her hunger gauge from 150-200 as an alternative, but with that you run the risk of her having higher hunger overall when not crafting anything in the mid to late game. It's better to nerf the hunger loss per craft in my opinion. Her Generator not being able to be turned off, this is something many find to be a large issue as well. It will drain within a day quite easily when hooked up to a meager 2 catapults while not really being used. I've seen that there is slight worry that it would be "too good" if you were able to turn it on/off or have an Emergency Mode, but I must disagree, for reasons I'll cover below with the Catapult itself. On top of that, it costs Nitre or Gems, making it quite difficult to refuel in the early game (Nitre isn't as plentiful as Rocks [materials] are, it could possibly use a buff to 3 Nitre dropped from each normal rock mining point, since Winona will be using so much of it now). There is also the option of making a Charcoal powered generator. Above all though, an off switch would likely be the best option. Edit: There's been pretty concrete proof that the catapults are pretty good vs Bosses, so if they were more accurate, that may make them pretty OP. The only buff they might actually need is not to attack allied fences/walls. The Catapult itself is sadly also lackluster, mostly due to its lack of accuracy. I know that it's meant to be a "power in numbers" type of unit, but the tracking on it isn't stellar for faster targets. It will airball on hounds / spiders that are chasing a player quite often, and might even be the primary target for the mob if there are no fences around it (Frog Rain possibly will be the largest destruction of Catapults). Rocks go into a fair amount of things early game for everyone on the server, so at 15 rocks per unit for something that isn't terribly accurate, I can't really justify making any over Tooth Traps- especially with how much fuel it drains. The damage it does is the same as a Battle Spear, which is honest damage that I'm fine with, but it's still pretty inaccurate- since it doesn't end up getting a lot of direct hits, it might need a Splash Radius buff. There is a lot of promise in Winona now, but in worrying about her becoming Overpowered, she's sadly still Underpowered. Clearly we don't want massive buffs that will break the game, but just a couple nudges here and there that will make her more balanced overall while still having her downsides. Cheers for reading, as well as making such a fun game and keeping it updated, Klei. I hope that my input helps to make Winona a more well rounded character!
  8. I don’t like this idea because every character has to represent something. I know that Wes was created specifically for the challenge. This idea is good for DS, but not quite for DST.Each character must carry something useful in return, he has some kind of minus.But Wes is essentially cons because he is a challenge.I like him: his nature, his appearance, pantomimes. You can instead make the character a special game mode that will lower the stats and complicate the game. Or a special item that, when used, will also lower stats. (I do not want to download the mod to change Wes.I do not play on my servers. I play on others. If you take Wes, then no one comes, and if you take Wigfried, everyone will fly. Few people want to play with a character for a challenge. This is the problem of Wes. He is almost always alone.) You can completely disagree with me, this is your opinion.
  9. To begin, I don't often post here so I may be mostly unknown. I'm a small time content creator with over 3000 hours in single player and over 800 hours in solo DST. Hopefully there are a couple of people here who can attest to my experience and skill in DS so that this doesn't come across as a rant from someone who doesn't know the game well. I am someone who has always loved Don't Starve as a series and usually I trust Klei and the choices they make. In recent times though, it's become more and more clear that the designers do not understand how to balance characters. Whether it be the new characters in Hamlet or these new refreshes in DST. So first, let's look at the mistakes made with Winona's balance along with the horrible precedence that they set and then we'll dive deeper into the general idea of how to balance a character in Don't Starve in hopes that the future reworks do not miss the mark as hard as Winona's did. First, Winona's identity is that she is a better builder. Tying her perk of building things faster to hunger doesn't even make sense, but worse than that, at a certain point she crafts even slower than other characters at similar hunger levels. So while Wolfgang is not a builder, when he's starving and in wimpy form he somehow builds twice as fast as an equally hungry Winona..? This just conflicts with her entire character. Due to the huge cost of building at all with 5 hunger per craft, she has essentially become the worst builder in the entire cast. Consider how a single drying rack costs Winona 20 hunger to craft. If I were balancing her, the hunger cost to craft would be entirely removed again. If a downside must be tied to her crafting speed, then I would want it to be an interesting downside. Something like, she sweats and builds up her water meter, or she becomes more vulnerable to outside temperature, causing her to freeze faster in winter and heat up faster in summer. One thing is for sure though, I absolutely would not play her in a megabase anymore. This downside is cripplingly annoying. The time spent farming and feeding her to keep her perk active will far outweigh the insignificant time she saves while crafting. So, we've established that Winona is not useful to play anymore for long periods of time due to the time and resources wasted by her downside. So what about her new upsides? She can now build two unique things; a catapult and a light. The light is fine if only a bit uninspired, and honestly, an invention like this made from random resources found in nature seems more like it'd be up Wilson's alley as a scientist than Winona's as a builder. But, the real meat of this update is how insanely strong the catapults are. A 10 minute solo kill of misery toadstool? Indescribably insane. If this level of power was worth using then Winona would definitely be good right? Sadly, anyone can use her catapult. Because of this, why would anyone play around the downsides of Winona for long periods when they could instead change into Winona, build as many catapults as they want in the late game, then change into a "better" character? This really shows how Klei does not understand the balance in their game anymore. You may as well replace Winona's picture with a catapult, because that's the only reason anyone would pick her, and even then, it will only be for short periods to hoard her "unique" item, and then just utilize it on stronger characters. This really leads into a good discussion of balance though. Why can a character be useless while also having such a powerful "unique" item? Because it's not truly unique if she can just craft it and give it away. So let's look at the general state of balance with just a few key characters so that this post doesn't turn into so huge a post that no one actually reads it. Wickerbottom: Wickerbottom is in a tier of her own. While in single player she is generally considered to be part of the power 3, in DST, she stands alone as the unquestionable queen of multiplayer. Her stats are nothing amazing, but she has several powerful (actually) unique items that only herself and Maxwell can use. Using her books, she also becomes the best partner for pretty much any other character in the game, especially the next 3 strongest (WX, Wolfgang, and Maxwell.) because she can either augment their unique strengths or entirely remove their weaknesses helping them also transcend to the level of gods. Wolfgang: Wolfgang is in the power three that exists below Wickerbottom. His perk of dealing double damage is extremely helpful and makes fighting bosses much safer and faster. When comboing with Wickerbottom, his hunger and sanity downsides can both be fixed trivially easy via Applied Horticulture. So, what he uniquely brings to the team is that he essentially always deals double damage and moves 10% faster and has the second highest stats. He's a safe and powerful character and he's a big pile of stats. WX-78: WX is also in the power three. WX is purely stats on a stick by himself; boasting the highest stats in the game with an insane 400 hp. He also helps a team early on by being able to eat the mostly spoiled food at full value while saving fresh food for his teammates. His combo with Wickerbottom comes from her book the End if Nigh. Via reading this book Wickerbottom can intentionally overcharge WX to become an unholy broken machine. While overcharged, WX moves faster, emits his own light field so he is immune to darkness, and is immune to freezing in Winter. This version of WX is self evidently broken and cleanly earns him a spot in the power three as the safest to play character who is also the most efficient explorer thanks to controlled overcharge. Maxwell: Maxwell is the final member of the power three. His stats are well below average, having half the hp of most of the cast. He makes up for this with his shadow partners. Maxwell can use his shadows to cheaply and quickly farm an obscene amount of basic resources, whether its rocks or woods he can farm it faster than any other character by a landslide. By collecting resources this quickly and sharing them with his team he essentially frees them up to pursue other goals and accelerates all building plans by in game years. His combo with Wickerbottom is that he is the only other character who can read her books and with his built in sanity regen he can negate the sanity cost of doing so meaning that he can save her sanity and put his sanity regen perk to work so that it isn't wasted. Now, from those quick summaries, we can see that the one thing that makes all 4 of them powerful is the fact that they are truly unique in a way that can not be replicated or used by another character. Other people can't have Wolfgang's strength, other people can't get overcharged, others can't use shadow partners, others can't make and use books. These characters are actually special. Characters need to be special in some way that makes it worth picking them. While I don't want to start up an old fight, let's take a quick look at Wigfrid vs Wolfgang in DST for the best example of how a lack of uniqueness can make a character not worth picking. Wigfrid is not as tanky (despite her built in damage negation), she does far less damage than Wolfgang (when she attacks 8 times it's the same as Wolfang attacking 5), she does not get a speed boost like Wolfgang does (which frequently let's a kiting Wolfgang get in a full extra attack before dodging the enemy's attack), and she does not have her downside fully negated via Wickerbottom or any other character (while Wickerbottom can grow food instantly, she can't grow meat). So from a combat and teamplay perspective Wigfrid is a worse Wolfgang in all regards. So to make Wigfrid a viable pick and a valuable teammate we have to look to what actually makes her unique. She has unique craftables. A spear and a helmet. The spear is slightly better than a basic spear but is made worthless with any decent mid or late game weapons but the helmet is a great upgrade on the football helmet, being both cheaper to craft and stronger. Sadly, a player can just change into Wigfrid in the late game, craft as many of these cheap but excellent helmets as they want, then change back into a better character and not have to deal with her downsides. Wigfrid, aside from "I like the character so I pick her anyways" reason, has no reason to be picked by someone who is trying hard, as her only unique aspect can be made in bulk and used by others. And this is exactly what is going to happen with Winona. Craftables should never be taken into account when balancing a character unless only the crafting character can use it. If any character can use it and you nerf a character to an appropriately weak state to justify the power of their craftable, then players will always just use that weak character to craft stuff then change into an actually good character. This doesn't make characters more interesting or powerful, it simply furthers the divide from the top 4 characters and everyone else. This is less of a refresh and more of a slap in the face to people who have dedicated time and love to Winona and I genuinely fear for any future refresh announcements as it is unlikely Klei will learn from this mistake and we will simply see average characters get brought down to worse levels, while providing new toys for the 4 best characters to use and abuse. So while you may not love Winona, what if it were the character that you loved who got nerfed in such a way that (s)he becomes annoying to play and only adds power to the top 4 characters. First they came for Warly, and I did not speak out - because I was not a Warly main. Then they came for Winona, and I did not speak out - because I was not a Winona main. Then they came for my main character - and there was no one left to speak for me. TL;DR So, this refresh honestly killed a character who was at least fun to play by giving her a crippling and annoying downside in an attempt to balance the strength of her unique craftable. Characters should not be balanced around their craftables. If they are, then players will always simply build said items then change into stronger characters with better stats. I posit that you could entirely remove this new nerf and Winona still would not be a "power 3" level character. She'd be just fine, a character that you pick for aesthetic reasons and who happens to have a cool and useful catapult and no real downsides or upsides. Characters must be able to stand on their own two feet and be worth picking for their stats, perks, and uniqueness. A unique craftable item is a fun extra upside, but it can't define the character when other characters can use it equally well. There are many other things I would like to say about balance cause the core focus so far was only about craftables. If this post actually reaches anyone then I would love to discuss more the flaws in designing a character that simply counters their own weaknesses in boring ways (visa-vi Warly in single player). I conclude this post with a few images of my megabase on Winona. 120 hours of my life dedicated to a fun character with a unique niche and interesting personality. Now to just sit there, unplayed and unfinished, because of this "refresh." Rest in peace.