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  1. Just couple of random (and maybe even OP) suggestions to make Warly persona viable outside of his dishes. Right now, he doesn't have upsides, so most players will just swap out of him to as soon as they bundle his special spiced foods, without bothering with his downsides. 1) Turn his Chef pouch into a tackle box like container, but for edibles only with 2x perishing modifier (like an ice box). Make it so only Warly can hold it in inventory while its not empty and only 1 at a time. Maybe different types of pouches, like Regular, Ice, Salt? 2) Getting more benefits from his dishes and spices. Duration x2 and Strength x1.5? 3) Remove penalty on healing/sanity from repetitive food, but make that food give much less hunger value for each munch. Maybe like 100%,50%,20% (This will help you in some scenarios like ruins, bosses) We already can't eat good raw stuff like Blue mushrooms, Roasted potatoes, etc... Making different healing dishes that will take too many slots in our backpack is a huge downside for me. 4) A random chance to produce 2 or even 3 of the same dish in a single cooking 5) Encouragement for comboing dishes. Maybe the longer you live without same meal, the more chance of producing double or triple dishes when cooking on portable crock pot? Or simply better food stats for yourself with each non repetitive dish? 6) Give some kind of timers or indicators for his memory, because memorizing when you can eat the same dish again is tedious. (There is workshop mod for that, but still) These are my suggestion to make this character good on his own.
  2. Webber Rework Hype Anyways, I had this idea for how the Webber Rework could go. I don't work at Klei, so I don't know whether a single bit of this comes even close to plausible, but hey, had the idea, felt like putting it down. I already did a Wilson Rework idea, so I'm going to keep the format of that for the most part, except with some hidden text so this is significantly less cluttered than last time. With that, let's start with what Webber already has. Is a monster Can befriend spiders Grows a silky smooth beard Webber can also craft Spider Eggs (needed to place more spider dens in the world, and only obtainable by other characters upon destroying tier 3 spider dens or killing a Spider Queen) with 12 silk, 6 spider glands, and 6 papyrus. 6 papyrus... that's a lot. That's equivalent to 24 reeds, which is quite a lot for a immovable resource limited to a rather dangerous biome. Webber enters the Constant with 2 Monster Meat and a Spider Eggs. His hunger and health are slightly above average at 175 each, but his sanity is the second lowest in the game, at only 100. Now on to some ideas! Knows how to farm Before we get into this, I want to give my stance on the "farmer or spider focus" argument I've seen around. I think the majority should be on the spider side, but I do think a few perks could be devoted to Webber's farmer background, allowing him to be an all-around resource gathering character. I obviously don't think his ability to farm should be as powerful as Wormwood, but he should have at a few perks in relation to it in my opinion. Diet changes No, I'm not doing anything drastic here to add a forced downside, calm down. Has spider legs Is a spider master And now, crafts! Yeah, I know, some people are tired of character specific crafting tabs, but I'm fine with it. I'm putting this here. This is not a final list, and basically is just a few ideas out of what would be more if fully implemented. First things first: Spider eggs are now 3 papyrus instead of 6. That's the only change, let's move on. Silk Wrap: 4 silk. Does nothing special, it's a building block for more crafts. Stacks up to 40. Silk Bandage: 1 silk wrap, 2 spider glands. Acts as a healing item that heals 25 health per use. Stacks up to 10. Monster Trap: 1 monster meat, 1 trap, 1 silk wrap. Acts as a baited trap that attracts anything that eats meat. (Pigmen, hounds, buzzards, spiders, etc.) Non-spider enemies will become trapped in web and will be unable to move for a short time upon eating the meat. Spiders won't be immobilized, but will instead be caught in the trap, resulting in instant death like a normal trap. Upon activation, the monster trap becomes a regular trap and loses one use. Does not stack. Bug Trap: 2 silk wraps. Bug traps can be placed on trees, flowers, saplings, and other plants. After a period of time, the trap can be checked and will yield a random reward. Most often, it will be a live bug, but might yield grass, twigs, and can rarely even give live birds, rabbits, rarer resources like reeds, and could even give something like a lunar moth at a very low chance. Chopping a tree with a bug trap will destroy the trap. The bug trap must be manually removed from other things before that thing can be picked, which also destroys the trap. A destroyed trap drops 4 silk (50% of the raw resources needed to make it.) Stacks up to 10. Venom Jab: 1 hound tooth, 2 stingers, 2 spider glands. (Requires a science machine) Acts as a melee weapon that deals 17 initial damage, and adds lasting poison damage for another 34 damage over time. It has a total of 75 uses before it breaks. Venom Whip: 1 venom jab, 1 silk wrap, 1 tail o' three cats. (requires an alchemy engine) Is identical to the Venom Jab, but has the range of a whip, 25 extra uses, and has a chance to cause enemies to panic upon being struck, similar to how a Tail o' Three Cats can pacify an enemy. Monster Lunch: 1 monster lasagna, 2 pig skin. (requires an alchemy engine) While being held, has a chance to cause spiders to follow you without having to feed them, though they follow you for a rather short time. Hounds are more likely to chase someone holding a Monster Lunch. This item has an aura around it that causes a -3.33 sanity per minute drain, while also providing a 10% slowdown on hunger drain. (neither of these apply to Webber, however) The Monster Lunch can be eaten with stats equivalent to Monster Tartare, and spoils after 10 days. So yeah. Those were a few ideas. I'm interested to see what people think of this, and if any of this comes close to what we actually get in the game. This has been thoughts on how to change the spooder boy. Spooders.
  3. From what I've seen, (which isn't very much) this topic is somewhat contested. Some people say Wilson should stay like he is, keeping a very basic character for new players, while others say that Wilson needs changes due to the fact that his one upside only really benefits himself, giving him and only him a large amount of insulation, a small amount of sanity when shaved, as well as a resource used in a total of 2 crafts, one of which is a character exclusive, but also for an item that can be repaired when broken, and therefore usually not needed, (Bernie, exclusive to Willow) and the other for a craft that is often considered to not be needed, as there are plenty of other ways to revive players, and are significantly cheaper than the 4 beard hair and 4 boards most of the time. (Meat Effigy) Considering that I'm making this topic, you can probably guess that I'm in the latter camp. Before we start, let's review what he already has. (While it's not very much, and you probably know most of the details about this already, I'm doing this for the sake of being thorough) Wilson has one perk, and one perk only: Grows a magnificent beard After 4 days, Wilson will start having a beard. In this state, it is referred to as a "Trimmed Beard" by the game, and provides 15 points of insulation, as well as one Beard Hair when shaved off with a Razor. After 3 more days, the beard will become a "Groomed Beard". This beard gives 45 points of insulation, as well as 3 Beard Hair when shaved. After 15 total days with your beard, the beard will reach its final stage, a "Magnificent Beard". This beard provides 135 points of insulation, slightly more than a Tam O' Shanter. It also yields 9 Beard Hair when shaved. Shaving the beard will restore 10 Sanity regardless of its stage of growth. Dying with a beard will result in Wilson no longer having his beard once he revives. Having a beard will also cause Wilson to overheat faster, so it is recommended that you shave your beard once Summer starts. Wilson also has the extremely average stats of 150 Health, 150, Hunger, and 200 Sanity. aaaaaaaaaaand... that's it. Yeah, he was made as the introductory character for the singleplayer version of Don't Starve, and as such, he doesn't really have anything to bring to a team, as more revival methods have been added that are easier to access than Meat Effigies. Plus, in comparison to other characters, he's kind of boring. I's not a bad thing that he's simple, but his simplicity in comparison to your other options could be seen as a negative by many players. So... let's do something new! Wilson Reworked: Grows a magnificent beard - Nothing new here, we can move on. Has a few ideas - Wilson now spawns in with 4 random blueprints. 2 of these blueprints are of Science Tier 1, meaning you need a science machine to prototype them normally. The other 2 are of Science Tier 2, which would normally require an Alchemy Engine. (An alternate idea I had thought of, but scrapped due to not being balanced, is him spawning with a blueprint for one of each crafting tab, excluding tabs that are only unlocked via crafting machines outside of Science and Alchemy [for example, you can get a blueprint for the Food tab, but not a blueprint for the Seafaring tab, as that tab requires a Think Tank.]) Loves to learn - Wilson's max Sanity when spawning in is now only 150. In addition, he suffers from 1.5x the sanity drain from anything "unnatural", like the various monsters, Dark Flowers, getting hit by Charlie in the dark, using a wormhole, any magic item that drains sanity, etc. He has normal sanity drain from the time of day being Dusk or Night, being wet, or eating food that drains sanity, as those are not "unnatural" (by my terms). - While that's bad, whenever Wilson prototypes any crafting recipe, he gains 5 max sanity, and the effectiveness of unnatural sanity drains is reduced by 5%. Wilson's max sanity is limited by the amount of things you can prototype, (there's a lot) while the effectiveness of unnatural sanity drains can go all the way down to 75%. - Wilson now gains double sanity when prototyping a craft or reading its blueprint. (It's usually 15, now it's 30) - He can read Wickerbottom's books now as well. I didn't know where to put this perk, this seemed like the best place for it. Knows how to be efficient - After crafting things, the material requirements for Wilson to craft these crafts goes down, eventually being reduced all the way to 50% material requirements after several crafts. - After Wilson reaches maximum efficiency with a craft, he can re-prototype it to get the sanity gain again, but his efficiency will be reset back to standard crafting. - Re-prototyping a crafting recipe does not raise Wilson's max sanity, nor does it make unnatural sanity drains less effective, as you've already received those benefits from that recipe. Ready to help - Meat Effigies are now exclusive to Wilson. He can craft them without a crafting station once his maximum sanity reaches 250 (aka you have prototyped 20 recipes) - Wilson can craft a Telltale Heart with only 20 health instead of 40. - When Wilson uses a healing item on another player, like a Healing Salve or Honey Poultice, the animation is done in half the time, and the healing will be 1.5x as effective. These perks allow Wilson to build up sanity by progressing through the game, as well as have team utility by making things more efficiently, as being able to support the team as a more reliable healer/reviver. By no means do I think these ideas are perfect, and I completely understand if you think this detracts from his intended appeal as an easily understandable starter character, but I do think that they make a decent amount of sense for the character. If you have critiques or your own ideas, you're already here, so might as well share them. This has been my idea for how to change up the beloved science man. For science.
  4. I have been watching the speculation of webbers rework fairly closely and i wanted to make a list of ideas that i noticed were either: brought up repeatedly, very well recieved, or particularly clever. This will be in no particular order and I intend to include ideas that i consider ill-advised but were popular in the thread they were mentioned in case i am a minority. the main purpose of this thread is to showcase interesting suggestions in the hopes that Klei takes notice or are inspired by either an idea or a portion of an idea. Some of these ideas ARE in fact mine, but will be labeled as such so that my ideas may be taken with a grain of salt. The suggestions will be listed on their own lines with variations included below with a -, and explaination will also be included signalled by * the original post is being made on a phone so expect some formatting issues Suggestions: miscellaneous silk based crafts spiders near webber/spiders from dens placed by webber are nonhostile towards other players Webber gaining a jumping attack similar to a warrior spider Adding an item to command followers *would be useful for every character so i dont want it to be webber specific Spiders ignore walls *mine* -Spiders can instead climb or jump over walls Webber being able to “mutate” warrior spiders into the variations *this could prevent too many strong spider types from harrassing non-webber players Webber being able to create the various spider dens Webber is able to put hats and head armor on spiders and vatiants *some believe this will be a part of the update for sure but its worth mentioning that until it is confirmed it is just an idea Webber is able to craft his own cheap but low protection helmet made of silk, intended to be put on followers -could extend loyalty timers *mine* *while technically a varient on the helmet and silk concepts i think its clever enough to warrant its own spot, as it allows webber to have armored minions while also being true to webbers *swarm* playstyle Webber can saddle and ride spider queens *i really dislike this one but it was very popular in the topic it was mentioned in webbers spiders are able to collect twigs and grass for the player *it doesnt make much sense but it does fill a niche left by wilbur The ability to “pause” spider dens to prevent further growth/spider queens *its useful when preparing for bee queen, or preventing your base from having spider queens from swarming it when you have a few dens in or near your base make spider silk and glands passively generated by spider dens, collectable by webber, as a more lore friendly alternative to spider wars -More artificial looking spider dens called spider coops that gather small animals that step on the webbing and turn them into said items Webber no longer auto-attacks spiders, and instead auto-attacks the now bunnymen and pigmen. *a quality of life change that needs to be extended to wurt and wortox as well (obviously excluding the spider part) webber is able to downgrade spider dens and relocate tier one spider dens Webber can craft a webbed turf that slows down enemies that pass over it. Adding the shamlet mask to webber *please don’t These are just the ones I remember, there were many other suggestions, some good, some great, some not so much. I am thoroughly excited for webbers rework and i hope you are too. I feel like you could pick 5 of the perks listed here and make a fairly interesting and in-depth character, but obviously not all of them go together. I just wanted to show as many as possible in one place. I do not believe that all of these suggestions should be included, this is merely meant to serve as a list, its interesting to come up with combinations. Like mutating spiders and freezing spider den progression would allow you to have a normal spider den that is filled with a bunch of different spider types. I think two or three of the major changes would be plenty. I just wanted to showcase the different ideas and options available.
  5. This post is incredibly late, oops. Massive Forged Forge Update It’s finally here, after several months of ups, downs, and hardwork, we finally finished the massive rework. There’s quite a bit to cover and while I want to talk about the content right now, there is something that current users of Forged Forge (FF) will need to know: Re-uploading the mod Unfortunately to some, this update will be hosted on a re-uploaded version of Forged Forge (rebranded to Reforged). While this will be annoying to some, including those who run dedicated servers, hear me out. Mods uploaded to the workshop for some reason do not allow contributors to edit/update the mod. This can lead to potential issues later down the road. So to prevent these issues and give more freedom to other people working on the mod, we have set up a group account which we will upload this rework on. From this point onward, only the new uploaded mod will receive updates, the old FF mod will be up for a few months (to allow users to be notified and move over to the new mod) and will be deleted or hidden afterwards. With that out of the way, we can now talk about the content in this rework: Loads of Bug Fixes/Accuracy improvements It’s not a secret that our current state of FF is not very accurate and tends to be very exploitable. We took it upon ourselves to research as much as we could of Forge and prove all behaviors with evidence, and what we found was surprising. As a result, everything has changed in various ways. We will share our findings in a later post that will show proof supporting these changes. While most of these changes won’t be noticeable to the average player, it’s important to us that the mod achieves its goal of recreating the Forge event. New Features! It’d be pretty lame if the only thing we did was fix bugs. So we added many new things, the most important of which is the new Game Settings Panel. Here you can change the game settings on the fly, no longer will you need to restart or manually edit your mod config files to play a different waveset. You’ll notice in this pic below that there’s also quite a few new options on customizing your forge experience. Mutators Mutators are options that you can apply to your new run of forge. While a few of these options seem familiar, we added some new ones as well. Think you can beat the forge without your HUD? Can you beat it with PvP enabled? Or maybe you think you can beat it without being able to sleep mobs? OR maybe you’ll try out endless mode, where the waves reset when beaten with it getting progressively difficult each time. You can do all these options and even have more than one enabled at a time. GameTypes Gametypes are a more indepth modification of the forge game itself, changing how it works. Red Light/Green Light from Forged Forge has been converted into a gametype and we added a new RL/GL version introducing some new lights as well. I don’t want to spoil on what these lights do, but it’s definitely harder than the old RL/GL. Difficulties A brand new feature is the addition of a difficulty setting. Currently, we only have one new difficulty: Hard Mode. This makes changes to the mobs and some other mechanics to make things… well, hard. I don’t want to spoil all of the new stuff there that comes with hard mode so I recommend checking it out for yourself. Difficulty settings can be run on any waveset and gametype as well. New Lobby Features We added some fun stuff in the lobby: Interactable characters, dynamic shifting of portraits, and most importantly *the ability to vote kick*. Yes, finally you have the option to vote kick that one Wilson who never readies up. You can also vote to change game settings, force start, and cancel force start. Admins have the power to avoid voting if they choose to. There are also some new chat features which include removing the auto scroll to the bottom if a new message has been posted, notifying you of a new message in chat if not scrolled down all the way, and increasing the chat limit. You probably also noticed… Exp System You can now earn exp and level up like in the original Forge. However, it’s slightly different. There is now a rank system. When you level up to certain milestones you will notice that your avatar’s banner will change as you level up. You might also notice that the level displayed on your character is different when switching between characters and that it differs from your level on the player list. This is because now each individual character (including modded) now has their own individual level as well. Players can now use this level system to know how much experience a player has playing Forge and how much experience they have on a specific character. This is purely cosmetic and you will NOT unlock forge chests. New Characters’ Perks and Optional Balance changes Of course we didn’t forget about the new characters. Wortox, Warly, Wormwood, and Wurt are finally now complete with their own new unique perks and custom weapons. Modes There are currently three modes available: Forge S01, Forge S02, and ReForged. Now you can choose which year of Forge you want to play. Currently this just changes mob behaviours and does not affect item drops. ReForged is our own version of the Forge where we attempt to balance the Forge based on community feedback (like making Abigail useful). Currently it doesn’t change much, but we will continue to add to it as we gather ideas for it. Modding Improvements We rewrote most of the code and now things are a lot more organized/optimized and it is now a lot easier to make mods with ReForged. The depth of these changes will be in the guides we are making. With all the new additions above, you can also mod in your own additions to these! We got plans for Reforged later down the line to help keep things interesting, including Hallowed Forge in halloween of 2020! New mod is here: https://steamcommunity.com/sharedfiles/filedetails/?id=1938752683
  6. Webber is a bland character ATM, a lot of people agree, you can get spider eggs from spider queens and tier 3 dens, spider hats also from spider queens can be used to allow you to be friendly with spiders (Thought not spider queens unlike webber) and instantly tame up to 10 of them, no monster meat required, considering the surprising ease of killing the spider queen compared to killing the bee queen. Spider dens can be crafted by webber, but are way too expensive, requiring 12 silk, 6 spider glands, and 6 PAPYRUS, not reeds, PAPYRUS. Doing the math, you need 24 reeds to make 1 den. The only useful features of webber right now are his ability to eat monster food without bad effects (not too useful though as why would you eat this anyway?), upgrading spider dens with 5 silk to upgrade to the next stage (which I bet 20% of ppl reading did not know you could even do) and his silky beard, which allows him to collect even more silk, and survive winter easier (though not as easy as wilson). I didn't could exact numbers, but seemingly half of the people who commented on my Rework discussion post all wanted webber, and half of the people who explained why said he was pretty bland. So here are my ideas on some LOOSE ideas for Webbers rework, I do not want to go too in depth and do Klei's homework for them after all, these are just some minor things I want to see in his rework. Webber can use spider dens to sleep: This idea originally came from the Treats For Webber mod on steam. And I'm gonna put a little spin on it. Webber could, if this feature was added, could have the option to sleep in spider dens, I was originally gonna say to use it like tents, but webber is a spider child and spiders typically sleep during the day. So I think he could do it at any time, during dusk or night has same effects as tent, but with infinite durability, and during day, could gain more sanity and health. I don't know if anybody will agree with me, but I also think Webber should not be able to sleep in Tier 1 Dens, but can sleep in 2 or 3 Tier dens, I think this should be the case for 2 reasons: 1: Webber is a big boy and he already has spider friends bunking with him, and 2, it encourages players to utilize his den upgrading ability. Nerf Webber's Spider Den craft: EVERYBODY saw this coming, and if you didn't you have either never played this character, or don't care about this character, if it's the latter, why are you even here? Webber's current Spider den craft is 12 silk, reasonable, 6 spider glands, generous, and let's see here 6 PAPYRUS. Yeah, no thanks. I think if they replaced the papyrus in the craft with monster meat or more silk or glands, it would be much more viable. Spalagmite Craft: I've seen a mod that implements this but I can't remember if it actually spawns spitters and cave spiders. I think spalagmites should be craftable by webber, which makes them able to be renewed only by webber, the craft would likely involve rocks, flint and probably a fossil fragment or 2. I say a fossil fragment because they can drop from spalagmites. Change spider types by feeding them specific items: I saw this idea from somebody but I can't remember who, they suggested we could change normal spiders into shattered variants with moonglass, and I agree with it, I remember they wanted spiders to turn into their cave variants with a batwing, but I disagree, I don't know what they may use for cave spiders, spitters, or dangling depth dwellers. maybe there should also be something to turn them into warrior spiders. I do think this would be cool, and it would allow people to customize what spiders they want without having to spawn shattered spiders in to use them outside of lunar island, and to get cave and spitter spiders without crafting a spalagmite, if they even make it so you can. These are some LOOSE Ideas for Webber's rework, what do you think? Let me know your opinions in the comments. I forgot to add this, but I also want a version of the shamlet mask to be craftable for webber, likely requiring either more beard hair and pigskin, or having a durability that drains while wearing it.
  7. Though I obviously can't speak for everyone, I think we should highlight some key things that Webber should really get in the upcoming rework. Been playing Webber again after a long time and I have some thoughts I want to share. Webber should not auto target spiders and spider dens. Big one first. I'm surprised that this is an issue at all, seems like an obvious thing that would have been fixed ages ago. spiders won't attack Webber unless he attacked them first, so Webber therefor shouldn't target them with auto attack unless they attack him first. When you play Webber, you will likely have several spider dens in an area, the location doesn't matter. With so many spiders around, if you accidentally hit the F key for whatever reason, or if you are trying to fight something else like a random angry bee, you will most likely hit a spider or a den. If you don't cancel the attack fast enough, or don't realize you were even attacking at all, then you have about 2 seconds to see you're mistake before an entire ocean of spiders descend on you from every direction. Then, you either get stun-locked and die, or, lose all your armor, run miles away with 3 health remaining, trip on a rock or something, and then die. So, just make him not auto target spiders and spider dens and none of that will happen. Pro tip, disconnecting from the server will break aggro. An alternative to spider wars would be nice. I wont lie, spider wars are great. You get lots of free food, silk, and glands for the cost of a single piece of meat. Gameplay wise, its fantastic, lore wise however, its not. Webber loves spiders, and he is clearly distraught about spider glands, saying "I won't think about where it came from." when examining them. So, its rather odd that his best use for his spider friends is to watch them maul each other to death and loot their corpses. I'm not saying to remove it, it would take away far too much away from Webber's kit, but an alternative of some kind would be nice. Maybe he could build structures nearby spider den's that spiders will passively interact with to generate resources that can be harvested. Like a frame that spiders will weave silk onto to be freely harvested later, like a webbed up bee box. That's good for silk, but for food, I have a more complex idea. Perhaps whenever any bird or rabbit steps or lands on a spider den's territory, they get stuck. Spiders would then walk out and web them up, carrying them to the den to eat later. Then, Webber could craft a sort of collection area, where spiders would bring their webbed up prey to, instead of their den. This would allow Webber to not only mass capture birds and bunnies, a niche not yet covered by anyone. But, also be great at creating morsel's, a food that can be easily consumed and used by anyone, unlike monster meat. Mix that with some friendly scarecrows, feather hats, or wicker's books, and you got something pretty good. And, you can still do spider wars if you want, you monster. Better control of spiders. Lets face it, spiders are not the smartest. They are best when they can stun lock one thing or fight another hoard of many things without worrying about what they are hitting. That's nice, but getting them to attack something specific isn't easy, especially when they are fighting something else. It was the same issue with Wendy and Abagail, but now its multiplied across every spider. Maybe Webber could have a similar "rile up" and "sooth" option. Or, some way of specifying a target, either by yelling at them or throwing something tasty at a foe. Difficulty controlling allied NPC's in this game is a tale as old as time, so I wont say much more about it here, just that it should be considered. Artificial spider dens. Now onto the much juicer thing to discuss, spider dens. We could have a way to "lock" a spider den in the final stage without creating a queen, but I have a better idea. Bees, are wild and not that useful until a bee box is built. Their natural beehive is replaced by an artificial construction for the players benefit. I think spiders should get the same treatment. An artificial "Spider Coop" would allow Webber to "domesticate" his spiders. This would make spiders spawned from them much more passive to players and their allies, like Chester or Abigale. They wont attack others without being attacked, like how they treat Webber. Domesticated spiders could also have additional benefits like using the previously mentioned silk and food collecting structures, or being stronger, but I don't see this as totally necessary here. Spider coop's could be upgraded with additional resources like regular dens, growing bigger and spawning more spiders, but it will never spawn a spider queen. This keeps "Wild" spiders and spider dens dangerous, but still lets Webber farm spiders at the main base without putting other players in danger, or having the farm on the other side of the map. If we wanted a way to upgrade or modify spiders, this is likely where it would happen. I won't talk about ways to upgrade spiders here, but I'm sure there's some good ideas floating around, like spiders wearing hats. Edit: On further thought, the collection area could be merged into the spider coop, where you can harvest food straight out of the coop once they are collected instead of some other building. Keeps things simple and encourages building coops. And that's all folks! I wanted to stick to the essential things here, not trying to sell ideas like night vision or another crafting tab. My focus here is dealing with his main problems that are not caused by his downsides, that's kind of their point. Whether or not he gets his shamlet mask, or if he gets night vision is not what's being discussed here. They are cool, but I wanted to focus on what I think are the essentials. If this was all his rework was, I would be sad that there wasn't more, but glad that my main issues with Webber would be fixed. But, these are just my thoughts and opinions, I'm curious what yours are. Thanks for reading, and have a lovely day.
  8. I love the new crafts but I dislike the nerfs, please set it back to normal but without the faster hunger rate, Wes is now even more useless because of this rework. Are reworks not supposed to make them BETTER? Please can you not nerf Wes? Don't take the nerf Wes jokes seriously you have made Wes as weak as Maxwell. I love the updates for him as you used my ideas for the tools just please reconsider fixing the nerf...
  9. Now my WX Rework was kinda garbage, but I have some ideas for this one actually. Not all these ideas came from me and me alone, some ideas were repurposed from other people, I will give credit where credit is due though. Portable Sci Machine and Alc Engine: Original Concept by @xxXolot As You read, the original concept for this was from @xxXolot and I love it. Wilson would start with a portable science station and can place it down, similarly to Warly's crockpot, it could look slightly different to differentiate it from a normal Sci machine, and can only be used by wilson. It would have an icon on the map, allowing dum dums to find it again if they accidentally leave it somewhere. They could craft a portable alc engine when they wanna take it to the next level requiring a portable sci machine to craft. Wilson is meant to be the starting character to start new players into the world of Don't Starve without confusing them with crazy character perks and downsides, like a ghost sister, being able to only eat certain foods, being a monster, as a wortox main even when I'm not playing Wortox, webber, wurt, and wormwood (is he a monster?), I always feel tense when I go around a pig, ready for it to chase me despite knowing it won't unless I spank it first. Wilson also teaches noobies about season changes, his beard giving you build in insulation for the coming winter, and the beard hair allowing you to create a unique form of resurrection. This should teach newbies how to prototype things. Being able to craft Mad Science Lab year round: I forgot who said this While this seems minor, it's pretty useful, allowing players to create infinite living logs with one experiment, give health, hunger, and sanity over time with another, and turn things into their lunar counterparts with another. This is really useful and Wilson Himself gives off a mad scientist vibe especially since his hallowed nights skin is a mad scientist. Maybe even give Wilson some exclusive experiments using the Mad Science Lab Some Sort of Shadow magic or something like that: Wilson Was on the nightmare throne before the events of DST, and Charlie releases him to take his place, surely his time on the nightmare throne affected him in some way, I mean look at Maxwell's vignette quote: "Maxwell's extended reign on the nightmare throne in ways we have yet to understand..." Now I don't expect him to be able to do things like split his mind or create things out of thin air, he wasn't on there nearly as long as maxwell. Perhaps some unique thing could happen when he goes insane, perhaps like @Mike23Ua suggested, beard hair on screen of an insane wilson player could turn into a beardling, or even a beardlord in the caves, due to beard hair dropping from them frequently. Idk how long Wilson was one the nightmare throne, maybe a couple months to a couple years, but it doesn't make sense that even if he was on there for 2 days he didn't change at all compared to maxwell. Wilson is a pretty basic character, and he should stay that way, most of these changes are either lore relevant or do something to help new and existing players play DST, Wilson's rework shouldn't add much, if it happens at all (I say after suggesting a portable sci and alc station, shadow magic and Mad Sci lab year round). While I don't necessarily think that this is the only way they could do a Wilson rework, far from it, most of my ideas were modified ideas of other people. IF Klei decides to do a rework of Wilson, we have to respect the choices they make and the changes Wilson succumbs to, even though some people's updates were kinda lackluster and could've been better *gestures to Wigfrid's Character Refresh*, I'm fine with what we got for the MOST part, but we can cover my opinion on certain character refreshes in another topic. I hope you like these concepts despite them basically being other peoples' and that you can provide more ideas for what they could do with Wilson in the commments.
  10. What if for the webber rework (whenever it comes out no rush, the wes one is pretty funny) webber could get a whistle item from which he would call his tamed spiders back, sorta like how it works on pikmin, however in this case you have to tame the spiders beforehand, the whistle item could be held in webbers hand and it would work like a staff from the forge, as in it spawns a circle and the spiders go there, that would make attacking with spiders easier, and also it would avoid spiders getting sidetracked making the spiders more manageable, it would be similar to the way we saw webber use his spiders on the halloween short where wurt got introduced. Now this may be farfetched and could make the charater a bit op, but what if the spiders could carry items back to the spider egg they came from, which would help webber with getting resources (this is probably not balanced however i think i would be funny)
  11. Starting with my opinion, a challenging gameplay is pretty funny, and this Wes rework just got what i was expecting for his rework. Wes was never meant to be the "very compensating choice" clearly shown by his perks always offering a more harder experience to play with. You don't choose Wes to make things easier or more simple, there's nothing on this character that suggests this. Klei, you rocked on this rework, but there is one flaw: his speedy balloon. Movement speed is something that really makes the gameplay better. "But wait, didn't you just said harder is better?". Yes, it is, but considering all the "debuffs" Wes got right now, i'd ignore all his other balloons for this one, which compensates basically everything bad from him imo and turns the gameplay a bit funnier. Wes barely has sanity right now, each of those balloons costs -5 sanity and lasts for 2 minutes of decaying efficiency. So, what about the balloon lasting with 100% efficiency for at least 4 minutes, and start decaying later? Because honestly, it'll only be useful until winter since after walking cane this perk will become useless. This can even work only for Wes, i wouldn't even mind. Can't our massively unlucky mimic boy get at least this little gift? This topic intention isn't to discuss about everything else that happened to Wes, but this ballon specifically, so give me your opinions and let's hope to reach Klei. Hope you guys agree, thanks for reading! And please, don't turn that into a confusion. Also, feel free to talk about his other balloons if you got something to say!