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Found 22 results

  1. Since we're getting closer to March, and i've been lacking in forums activity thought i'll make a small post about next upcoming character refresh which is most likely Wendy. Tell me guys what you think should be implemented about her overall kit and attributes she currently has. Personally the biggest issue i see in Wendy is her twin sister Abigail's really suicidal AI, but i'm sure it will be fixed in the upcoming rework. Feel free to say what you think about this topic and Wendy in general.
  2. Could ghosts get inside tools / weapons and attack you? Could they take the items out of your hand, and hit you with them? It was supposed to be just funny text, but it made me think that ghosts should do that. Original post I didn't post. "The content below was written with the intention of laughing a little. We will not be responsible if this is added to game. Spoiler: Abigail can enter objects and perform their function. All Abitools can float and follow Wendy, she just needs to ask her dear sister to haunt these tools. Abigaxe: can cut trees and in extreme situations can defend Wendy by axing enemies. Abickaxe can mine rocks and in extreme situations can defend Wendy by picking at enemies. Abigammer can hammer structures and in extreme situations can defend Wendy by hammering enemies. Abighovel does not dig up graves but can dig up stumps of wood (and plants [if Wendy asks] and in extreme situations can defend Wendy by shoveling enemies. Abigorch can illuminate the path for the wendy without it occupying the hand slot, this also happens with Abigantern and Abigumpkin. (In extreme situations Abigail will return to her normal form, to defend wendy) Abirezor can do all the work of shave the beefalos. Abigork will digging up any artificial turfs and in extreme situations... You know i don't speak english and it is difficult to find a very specific translation for this Abyspear will attack enemies by imitating Wendy either by hitting and running or hitting non-stop. Like Abambat. When Abitool is attacked, it will not lose life, but the durability of the tool it haunted. Abigail can return to her shape if the tool breaks or if Wendy pulls them back. Abigail doesn't like performing staffs with gems, or magic items." The original post ends here. Don't tell me I'm trying to make Wendy into Maxwell, this suggestion is for ghosts, but it's not restricted to them. As I said I didn't mean to suggest this post as a rework for Wendy, it was just meant to be funny. The suggestion is for the ghosts in these first three topics. "Could ghosts get inside tools / weapons and attack you? Could they take the items out of your hand, and hit you with them? It was supposed to be just funny text, but it made me think that ghosts should do that. ".
  3. Hey all, So since Klei is making reworks for everyone, I kinda wanted to drop my 5 cents into the debate, mainly with a part of the trinity, the Strongman and none other than Mr. Wolfgang (von Goet- nevermind). Let's start by getting his description And now for the actual perks Wolfgang changes forms based on his Hunger Status from Wimpy to Normal to Mighty With his new Forms he gains advantages/disadvantages, Speed, Health Changes, Damage Modifiers and Hunger Modifiers Wolfgang's Sanity Drain is increased by 10% Now these perks are kinda interesting, but not really. In my opinion basing something on Hunger makes them a food-hog, so that's already a negative impact. So let's start with the first edit idea; Changing how his Form changes work. Now Wolfgang's Forms are based on his internal workout value, which can be increased by training on Training Stations. The Longer you use these stations the more mightiness you gain but also lose more hunger (because we all know how Workouts can be exhausting). This value drains overtime, so you wont be mighty forever. The more careless you are about working out, the Wimpier you become and eventually land on the Wimpy Form. Now for perks coming with these Workouts could be managed in many ways, I just showed ya a dumbbell station, but this could be expanded to a Treadmill and such. These stations give you buffs for stats, let's say you run a lot on the Treadmill, well your Speed Boost increases (needs a cap tho) if you lift a lot of dumbbells you gain a strength modifier. Now keep in mind Im not saying Wolfgang here, since these stations could be used by anyone! Of course our fellow survivors have no real idea how to use them, thus their increases from these stations are way tinier than Wolfgang's. TL;DR crap the Hunger Based Forms and implement 'Mightiness' which controls the form swaps, add Stations to train modifiers For his Forms, instead of flat changes, let's make them increase or decrease the caps/efficiency of the Modifiers. Let's say you are normal, so your benefits from training would be equal to the standard Wolfgang modifier, keep in mind we are keeping his from other characters to make him the character that benefits the most from them, if you are Wimpy these decrease to a normal Survivor's cap/efficiency, if you are Mighty then of boy you get yourself a strong increase! Now controlling the forms actually benefits you a lot since you could run like a mad man or punch like you mean it! TL;DR make his Forms improve or worsen the Benefits from the Stations In addition to that, Wolfgang's Wimpy form would have a reduced movement speed as it is at the moment, Wolfgang's Normal Form should carry heavy objects such as statues slightly faster than others and Wolfgang's Mighty Form should carry them at normal speed, he's a Strongman, c'mon! as well as a flat increased Damage Modifier because he's mighty, DUH! TL;DR have some forms special attributes regardless if trained As for his Downside of having fear of Monsters, Night and Shadows, let's make it a bit more impactful, because 10% increase sounds like an effin' joke. Now Wolfgang's Sanity Drain during Dusk and Night are stronger, and maybe these times would even affect Wolfgang's Damage Output? This just keeps it basic to not make it too strong since you can't really control this in early game, but let's say even with a Tam during Night or Dusk you sanity wont increase, but also not decrease. Wolfgang near monsters has a chance to drop his weapon out of fear, or get scared, whenever scared Wolfgang can not attack, forcing him to flee. The chances for these things to occur are tied to his Sanity/Insanity. If Wolfgang is completely Insane, he will be very likely to panic out, if he's completely Sane, he can handle it. Now will this majorly impact him? I think so! If you can't attack enemies that can attack you, you are a "sitting duck" (can't do anything in a fight), so you should keep Wolfgang sane to not make him too frightened of what he's seeing! Maybe even make a Group of Monsters freak wolfgang more out than a single enemy! TL;DR Wolfgang should have a better downside, something that makes him less useful if overwhelmed/insane That's all, it ain't much of a game changer, but makes Wolfgang less 2D in my opinion. Do you agree? Maybe not? Share your thoughts in the Comments, especially if you love playing Wolfgang. If we won't voice our Opinions now, we may recieve another not fully thought-out change just like Winona.
  4. There have been plenty of discussions about seasons, and I do believe that 2nd+ fall, spring, and even winter (my personal favorite season) could do with some revamping, but summer has the least interesting mechanics despite its potential. I'd like to hear everyone's concepts, and to see discussion of people's ideas here. I'll go ahead and start with some stuff. Pros: The summer soundtrack and shading is fantastic. Ideas: Wildfires: Beetles: Old Miner (MacTusk Equivalent?): Mountain Soul: Boating: Guano=Nitre:
  5. (Warning): I'm not very good at writing or communicating in total so if I make any mistakes or I screw up a story and tell misinformation please let me know and I will gladly try to fix my grammer and words thank you. This post will be long so sit back relax and grab some popcorn, enjoy reading! (also note everytime I say circuit board I really meant to say chip so please whenever you read Circuit board it means Computer Chip. Alot of controversy has been around WX-78 and his perks, about his perks being boring, and especially his downside of slowly losing health when wet, so I wrote this up as an idea for WX-78 rework as the goal is to make him better Team Oriented and based more on Robots and to portray the extensibility and how much a robot can multi task and robots as a whole and less of the big stat greedy Gear muncher/"Oh please shock me harder daddy" players, that WX-78 mains are usually portrayed/stereotyped as. Perk: Computer Chips to give WX-78 certain stats and abilities for each one: (Though nearly all of this idea was made by me This idea was inspired off of a mod, where basically WX-was able to make stuff to upgrade his stats separately I don't remember the source, so if anybody finds it please let me know! ) WX-78 either spawns or can craft later in the game These Chips to affect the way he plays the game as a concept I made four as examples to explain my idea. The Destroyer, The Navigator, The Helper, and the Bright Light cpu: Once WX has these circuit board he is able to insert it to change and sort of modify WX-78 to better fit his chores and task. To show if a circuit is active then WX-78 little ears will glow and shape like the circuit icons. (If that's too difficult then just make it to where he sparks the colors.) The CPU Chips will also have extra abilities when overcharged! Note if WX-78 does not use the circuit boards he will basically play like a default WX-78. Destroyer Circuit board: a skull shape will appear on WX-78's ear and WX-78 Will have higher Damage resistance and Deal more damage in total, he will have high health but low maximum hunger and sanity. And maybe he walks a bit slower but not slow enough so he is still able to kite.(when overcharged WX-78 can Deal Electric Damage, and shock enemies that hurt him during this phase) Navigator Circuit board: WX-78's ears will be orange with a electric bolt symbol and WX-78 will be able to move faster then usual. He will be able to explore much more revealing alot more on the map, the only downside is that he has low maximum HP. (When overcharged, WX-78 will light up and he will run even faster revealing bigger chunks of the map) Helper circuit board: WX-78's ears will symbol. Green ball and beep (for detail) He will be able to move a bit faster near player placed structures and can do chores/work twice as fast. He also has a slower hunger drain while working to Though the downside is that he has low health and does less overall damage. When he's too far away from the base he will have normal speed but can still work fast. He also has a small aura of light that can help plants grow more faster when standing next to them. As a cool idea WX-78 can play music similar to Hutch and increase the sanity of other players and himself, this also makes Hostile mobs less likely to attack you, the music will also temporarily tame pigs and bunnymen with the music (When overcharged, WX-78 will work faster and the Music will give out more sanity.) Bright light Circuit Board: WX-78's ears will become yellow and become light bulbs (real life ones) WX-78 will then glow up through his eyes and is able to light up dark areas to light the way for WX-78 and his fellow minions. And a good way to save resources. (When overcharged WX-78 will Light up even more.) Circuit Mechanics: When ever WX-78 Inserts a circuit, a meter similar to the Compass will appear and show WX-78 how much % he has left. When the meter runs out then WX-78 Will pop it out of him and it will fall on the ground. WX-78 is allowed to insert and eject gears at any time to allow him free control of when he wants to pop in his, Abilities. Perk: Charged up By lightning (Reworked): The survivors can now craft a portable electric tank( portablejar) that can store electricity and save it for future uses(perhaps Winona could use it for generators) . WX-78 will have excellent use for this, When a lightning rod is struck, WX-78 has either two options, A. take a bolt from the lightning rod causing his normal overcharged setting, or B. Use a Electric tank to Store lightning inside it. WX-78 can either use it to recharge his circuits or use it to over charge himself as usual that way players don't have to rely on getting shocked by rain sacrificing their wetness and relying on Wixkerbottom. But to give WX-78 more of a chance to get an over charge by their own choice, instead of chance/RNG being. everytime it rains A WX-78 Takes off all of their rain protection clothing and beg to the Sky lords to shock them. (Reason why I made the Shock me joke XD) Perk(Downside) Is very vulnerable to water: To make this ability more similar to Willows downside to the cold, let's say at different phases of wetness WX-78 Will lose sanity a lot more faster As his fear is water, and he will spark(like normally) causing him to take more and more damage the more wet he is,WX-78 is also more weaker in his wet state causing him to have less damage resistance meaning he will take more damage as the game says he is Rusting. when wet or exposed to rain the chips will Spark and short circuit causing them to no longer work. So you'll have to be careful where you place them if you want to keep them safe. When A WX is really wet with a Circuit equipped it will negate the effects of the chip the more wet WX-78 gets. That's mostly what I have for now but the only problem for the CPU Chip ability is that early day chips were made in 1951 based on my searches... so there might be a bit of controversy there. But if you enjoyed please let me know your thoughts and what you think on this! I'll see you all later and have a good day!
  6. Before I get to the idea, I originally made this post In the general discussion tab to see how people thought of the concepts. (This is not a repost though some things will be similar.) some of the concepts are not mine either revised versions of their ideas. As I will make sure to credit them in the post, please enjoy.:D(p.s some sketches I drew are drawn from official art so I do not intend to take credit for the work of others) Big picture:(idea of what the concept is going for.) Alot of controversy been going on in the past few months of a Wilson rework making him more useful to the group, and as a Wilson main myself I could possibly agree Wilson's only one helpful perk to support the group is an early and easier way of collecting beard hair which is only used for Meat Effigies. He probably needs a . So I gathered a few ideas here together to make Wilson more of the intelligent scientist wannabe he should be. These are the ideas I'm going for so far: -Keep Wilson as the beginner friendly character and not to make him too hard understand but still simple all around enough for experienced players like myself are still able to play and have fun with. -add two additional perks to show Wilson's scientific side and make them useful and supportive to the groups or himself -Make Wilson a character to experiment and test things with for new and old players, after all he is a Scientist. With that being said let's begin! Perk: •Is a true "Chemisist/Experimenter at Heart!" (Credit: @loopuleasa) Wilson Will now spawn in a world starting with a portable Chemistry lab.(Note Wilson can also make extras similar to Warly's Crock pots just in case if Wilson either loses his Original kit or He just wants extra.) Wilson can Place his Chemistry set just like Warly can with his portable crock pot, and use it to make potions and etc to support and Improve his and his teammates survival. @loopuleasa who made the original idea, Said that Wilson should have a Chemistry Tab to be able to make Specific Potions that his teammates can drink and use but not make on their own. Most of the potion ideas they made seem to be based on a way for New players to make cheaper versions of items to use which makes it an incredible idea! But, thinking in a unique way, I thought that maybe for the Concept, Wilson could use it as a crock pot (let's say for now 3 slots similar to the gorge and it cost one Nitre to mix it once) sort of giving into the experiment vibe you'd get similar to Warly, "What works and what doesn't work kind of way", or a "hmm I think I'll try this today..." or " I wonder if putting Red mushrooms in this mix would mess up the potion..." That kind of idea to it. An idea I have for potions could possibly be buffs/Debuffs similar to Warly's Spices, for example one potion could make the survivors immune to fire for a dangerous situation like a forest fire,if there are no Willows in your group Wilson could use that to help out in the situation. Here are a few examples of a few Potions I made up so far (I'll think of more and some pictures! These are just examples not my 100% go through with concept. :D) Reason: Wilson is a Scientist, and the one thing about being a scientist is experimenting! And what could be more fun then Exploring and messing around with the gimmicks/mechanics of a game. I want a similar feeling like playing as a Warly Experimenting with food, as an example: those moments when your group gets into a mild inconvenience or a problem and your onset friend goes, "Hang on, I got just the thing for this" rummaging through his Backpack full of food. It'll be like that but a Wilson with a bag of Potions and Experiments Ready to use on his group. Additional idea for the first perk:(Lab Rats to Experiment on) (credit: @Superwolfkid) Wilson Can build Cages to place in Rats (as a reference to the forbidden knowledge trailer) It's still questionable whether Wilson will use his own White normal Lab Rats or he will use Carrats as Carrats are pretty hard to find (Lunar Island). And could be hard to catch for a non-experienced player wanting to test this out. Once placed in a cage, Wilson could give the Rats Food or Objects even his experiments to test on the Rats with and see how they interact with them and see how it would affect the survivors. Like for example I thought a funny scenario of Wilson giving a rat a red mushroom or something bad, it would just straight up die in the cage and turn into a skeleton like a bird in a bird cage and Wilson would just go "Yeah, maybe not... Reason: Sometimes In Don't Starve the game can indeed be very punishing based on the unknown (I mean come on, we all had our Glommer goop taste test experience at least once) So this could be a better way to have new players rely on whether something is safe to eat or not. besides punishing them for relying based on Logic Second Perk: "Man with a Plan!" (Can Create Blueprints and is able to share them with others) Credit:Unknown Wilson has always been known as a very smart character despite his goofy personality Heck in official art we've even seen him make blueprints before so this would be a good perk to add to support others and himself. Wilson Has The ability to create Blue Prints to be learnt by other survivors and himself. Though this would pretty tough to implement to not make Wilson too much similar to Wickerbottom, and to have Wilson able to use it in single player usage.so the only blueprint system I have thought/Theorized so far is that Wilson could use his ability on prototypes and tools Wilson already can make by hand. But it would cost Papyrus to make a blueprint. Reason: In game Blueprints are usually only reliable in the early game (usually when you find a "failed Survivor") and thiscould option as a way For Wilson to Help the group get a early start on making materials I added alot of things I could think of for Wilson today, He is my Favorite character in the Game from his Charming personality and Just his general Character development from being some crazy weirdo in the woods to a person who's experienced so much much on the Island and he's still has hope and is still trying to escape!, any thoughts or ideas, please let me know and I will try to take criticism and reason. Thank you for Reading!
  7. More threads! I'm really curious on what y'all think would be the most ideal rework order, as in "who should get reworked next, and next, and next (etc)" Here's my suggestion which is ranked by "Who needs it most" in my opinion. Comment below yours, or if you agree with me. * = Part of the Big 3. JoeW said that they're scared to touch these characters. Note that this does not account for surprise reworks from Singleplayer Characters (like Warly) ---------------------------- 1. Wendy -- Wendy as of now simply sucks; Abi's AI is VERY suicidal. Also it's practically confirmed that she's next anyway. 2. Webber --Has absolutely nothing going for him after early-game. It is astronomically rare to see people playing Webber in long-running worlds. 3. Maxwell --Boring to play; Farm materials, Fight Shadow Creatures. Plus him being an ex-antagonist + edgy magician has so much potential. 4. WX* --All of his upsides are simple stat changes (save for Overcharge's light), and his downside may as well not even exist. 5. Wolfgang* --He can be REALLY strong, but his playstyle is very simple, barely differing from the average. 6. Wicker* --Has a more diverse playstyle than Wolfgang, which is why she's further back. 7 Wifgrid --Wigfrid is generally considered to have a fun playstyle, and doesn't really need a higher up rework slot. 8. Wes --Wes is supposed to be the challenge character, so the others should get reworked first. 9. Wilson --It just feels right to have Wilson end it off.
  8. Didn't expect another rework thread from me, huh? I've already posted a thread similar to this before, but since Klei is encouraging conversation on new mechanics, I feel like revitalizing this discussion. Not only that, but I have revamped all of my ideas and implemented previous criticism. So, Webber. My first main, and still a co-main(?) to this very day. The thing that has originally drawn me to him is the fact that he is a scary monster. However, the only "monster-y" thing in his kit is his ability to befriend spiders. Let's have the idea of making Webber have a more monster-y playstyle our focus on his rework. Now, there are two perks that I have put thought into. Both compliment and work with each other, but they WILL be controversial, due to their nature. The first one, night vision. < Proposed Nightvision range, compared to the range of a torch and a lantern. -Webber has Nightvision, however he can only see a limited range around himself, which is a bit smaller than a torch. -When under 50 sanity, Webber's night vision starts flickering, increasing in speed and severity as sanity gets lower. When insane, Webber's nightvision deactivates completely. And the second, Webber does not lose sanity during dusk and night, instead losing sanity during the day. -This would cause Webber to, on average, lose more sanity each day, as day phases are usually longer than dusk+night phases, especially during early Autumn. -He still would lose sanity in complete darkness, however he's probably already insane due to his nightvision failing. (Maybe Webber could periodically suffer sanity drain as his night vision is flickering, but only when it's severe.) Proposing Night Vision is a touchy subject. It gets rid of the threat of Charlie, which is a primary threat to new players. To prevent this from being abused - and to disallow Webber from being flat-out immune to Charlie - his Night Vision deactivates when insane. This goes well with the fact that Webber will usually lose more sanity than other characters due to day phases. What these perks also do is expand upon the idea of the "Is a Monster" perk that Webber has. However, the most important part of these perks is that they provide valuable mid-to-late game potential. While Webber players are going to have to deal with sanity issues much more often than other characters, having built-in nightvision may make Webber not only viable, but favorable for late game, which is something that Webber desperately needs. Currently, Webber has absolutely nothing going for him after mid-game. These proposed perks can also give potential for Webber to fill the role of "Cave-Dweller" character. -He won't lose any sanity in the caves, allowing for him to simply use a top hat to keep sanity up. -Night Vision will remove a decent amount of threat within the caves, which is juggling your light source for weapons, tools, armor, etc. -His silky beard actually compliments this idea greatly as Webber only needs that and a thermal stone (which is also easily obtained underground) to survive through Winter. The only season he needs to look out for is Spring, although you could make a Rain Hat to make it easier. These changes alone would probably be more than enough for a great rework. However, nothing is stopping me from throwing in a few more Quality-Of-Life ideas, in the form of craftables. These could be thrown in the Structures Tab, or a new "Spider" tab. If the latter is implemented, then the normal Spider den's crafting recipe would most likely go here too. "Cave Spider Den" -Requires Rocks (15?), Flint (12?) and "Cave Spider Eggs" (drops from naturally spawning cave spider dens, can't be planted.) -A single cave-dwelling spider will wander around the den at night, contrary to their natural counterparts. In addition, spiders spawned from Cave Spider Dens created by Webber will only retreat back into the dens during the day, allowing Webber to utilize them more easily. -Can only be destroyed with pickaxes or by grief-capable mobs such as Deerclops. "Shattered Spider Hole" -Requires Moon Rocks (4?), Moon Glass (4?) and Monster Meat (20?) -Functions like the natural equivalent, requiring a pickaxe to break. "Webbing" -Requires Silk (maybe 8 or more since Webbers usually have too much of the stuff in mid-game.) -Can be placed on turf tiles, causing said tile to become "Webbed" similar to the tiles surrounding spider dens. This will slow down nearly every mob except spiders. -Can be removed with a Pitchfork; Doing so will NOT remove the turf underneath. -Trying to dig up Webbing created by a spider den will fail, and make your character say that it's too strong. "Den Wall" -Requires Silk (12?) and Cut Stone (1?), creates 6. -Has as much health as a Wooden wall, can be repaired with Silk. -Spiders do not attack it. "Silk Wrap" (like those things you wrap around a broken arm, except silk) -Requires Silk (4?), Papyrus (1) and a Spider Gland (1). -Heals 20 HP. Honorable Idea Mentions: (Basically, ideas that I couldn't really fit anywhere else but are ideas that I know are popular.) Being able to sleep in spider dens -This idea could be implemented to give new players a way to escape the sanity drain of daylight. Due to how easy it is to get spider dens and how common they are, they shouldn't give Health. Changing how spider farming works -It *is* a bit out of character for Webber to care so much for his spider friends, but then cause a mass genocide every night. Instead of this, befriended spiders could have a chance to weave silk for Webber, and refuse to aggro on spider enemies (except Webber). However, this will severely gimp his food-farming potential. That's all I got for now. Thoughts?
  9. Okay guys so here is the deal- I know that your all probably really sick & tired of seeing me creating Topics, so You can breath a huge Sigh of relief, I am only planning to create 3 Topics throughout the entirety of 2020. This one will be the first of those three. With that said And With Wendy’s Rework looming over our heads.. I want to Talk Specifically about the BELONGINGS SKIN SET that will come With Wendy’s Refresh (And why Wouldn’t she get one?? Willow and Woodie got them.) So here it is- I am Hopeful that Wendy’s Refresh will bring new Belongings skins for- A more gothic looking Abigails Flower, and TOMBSTONES. Yes I want to craft my own freaking Tombstones.. because I’ve said it before and I’ll say it again- “Me Likey Da Spooky!” if ANY Character in the entire game is ever going to be able to craft graves or be able to befriend ghost it HAS to be Wendy. My own suggestion for an Abigail Rework was something along the lines of “Strength In Numbers..” Wendy can now Befriend Ghost Followers- The more Ghosts that are Being lead by Abigail the larger her Attack range and Damage over time will stack. This also gives us as the player.. the option to Hammer down, Move or Create our own Tombstones. However- to balance this Wendy would only be able to befriend ghosts if Abigail is ALIVE, so if Abigail isn’t with Wendy (or If Abby Dies In Battle) All the Ghostly followers become Hostile once again. Just in General- Wendy is supposed to be this Spooky little girl who has a ghostly sister, & isn’t afraid of ghosts. So.. Why SHOULDN’T she be able to befriend ghost mobs? I Do not Feel That This changes Wendy Too Much because her Core Gameplay still Centers around Managing and Maintaining Abigail.. This gives Wendy a more Unique Ghost based trait, and I’m very hopeful this is what Klei will be aiming at with her Rework. IF I could (personally) Choose exactly what the Craftable Belongings Tombstones looked like in her Belongings Set it would be the Gargoyle In this Top Left Picture Frame here.
  10. Wendy is always a go to pick for me and it’s been like that for the longest time. I just wanted to spark dialogue and conversation here on ideas for her rework (and others) in a structured format. This being; 1: What is being implemented 2: What it would help 3: Why it’s balanced/Works 1: I think it would be interesting if Wendy spawned in with her own flower that can be equipped in the headgear slot. When worn this would buff Abigail (I don’t know in what way yet) 2: This would help overcome some of Wendys limited attack possibilities without making her viable in every situation against every enemy. 3: I believe it is balanced as it makes the player choose in a fight the option of being able to buff Abigail or themselves with headgear ”Do I got for a helmet since my hits are not as strong or do I choose to buff Abigail by wearing my flower instead?”- Wendy This also works out as the artwork for Wendy in game depicts her as wearing a flower so you wouldn’t have to change any icons or character option screens 1: Slight Control over Abigail 2: In some situations she is a death sentence for herself and I believe as many of these are inevitable it should be ok to make her become passive like a pet or make her stay in one place unless told otherwise 3: I believe this is balanced as all it does is allow the player to not be in use of part of their kit Some stuff I like that I think shouldn’t change; The fact that Abigail becomes stronger in dusk then even stronger at night (also being constantly strong in caves) The fact that Wendy isn’t as strong as other players The fact that it takes time for Abigails flower to bloom Some smaller less developed ideas: Allow Abigail to haunt objects or creatures-So that a player doesn’t have to die for things to be haunted (*maybe something could happen if Abigail haunts Wendy*) Maybe make the time for Abigails flower to bloom longer, however when an enemy is slain it speeds up the process (e.g. by possibly removing ten seconds off the timer when any living thing is killed)
  11. I felt like brainstorming possible Maxwell ideas (in lieu of @Axelocke's thread) and I came up with this idea: What If items in the Magic Tab gained additional effects when used by Maxwell? He is, in fact, a magician, so it isn't too far off the mark, yeh? Here are all of my ideas for magic items, ie what effects Maxwell could unlock when using them. Keep in mind that these are ideas, and I'm just spitballing for the fun of it. Thots?
  12. So I've been seeing alot of Wilson rework ideas lately and I've been thinking of an idea concept for a wilson rework based my idea of who wilson is as a character and things based on others ideas to mix it up together. So enjoy (: (I'll draw pictures as well but they might take a while.) Perks: * Is a true chemist at heart!(Chemistry tab and using potions to your advantage) This idea came from a previous post about reworking wilson, inspiration comes from @loopuleasa here's the link Wilson spawns into the world starting with his own portable Chemistry table (maybe not portable but still thinking) Wilson can use it to craft his own sets of chemistry potions and ect to be able to support and aid his fellow survivors. Some people say it should work like the mad scientist lab where you had specific ingredients. I think it would be more interesting if it worked like cooking in a crockpot putting stuff in to see what you would get, that way it could really put more of a testing and experimental playstyle similar to Warly's gamestyle of experimenting with food and ingredients to see what you get. I dont have any great ideas on what the potions should be but you guys suggest, I'd love to see what people think of. *Bonus to first perk lab rats experimenting I thought of adding this as a little extra reference to Wilson's lab rats in the forbidden knowledge trailer Wilson can also craft cages to hold in lab rats to experiment on. (I dont know if the lab rats will already be there or he'll have to catch them) Wilson can give a food item or potions that he makes from his lab to see what effect it has on a player, this is a great way for new players or advanced players to test on things their unsure of like for example probably as a joke if wilson feeds a lab rat a deadly item like a red mushroom or monster meat the labrat would probably die and turn into a skeleton and wilson would say something like "Yeah, Let's not..." *likes to plan ahead (blueprint crafting) I can't find the original post for this idea, if anyone knows or it sounds familiar please let me know cause I would love to credit them here. If we look into the trailers and game art Wilson usually builds alot of things. Wilson built Maxwell's door by hand, he built the florid postern, seems like the man with a plan using brains over brawn. This is a mix between the original concept of blueprint crafting and my idea to shake it up... Wilson has the ability to make blueprints that way early game a wilson can help his team get a headstart. This might be a little bit broken meaning a wilson can supposedly rush to late game items, so maybe it works similar to Wickerbottom where wilson can make blueprints of items one tier ahead of his current crafting tier for example wilson could make a blueprint of a backpack early game and share it with his fellow survivors. Rework skin: I thought his rework skin could reference him in his apron, maybe a wilson with a hairstyle after an explosion like in the trailer.just basically the result of a failed experiment. New belongings: I couldnt really find much but they could perhaps reference Wilson's safety mask he used during the forbidden knowledge trailer. Maybe this could be used for the dessert goggles, Or something. final thoughts: This was me writing ideas for concept I gotten inspired off of other beautiful people from these forums. If only I could credit the person who originally made the blueprint idea... if anyone have any suggestions or ideas, let's talk about it I always thought it was weird how wilson never really had anything sciene related in the game despite him being a wannabe scientist and I tried making these ideas working that still 1. Gives Wilson an optional power that way wilson still gives a true experience of the game 2.Still attempts to make wilson a basic character with his own unique ability 3. Goes into Wilson's backstory and basing powers on his personality and hobbies similar to whinona I'll be reading and responding back in the comments thanks for reading this and I hope you have a great day, I love you all and this wonderful community, stay strong but most importantly Don't Starve!
  13. *Disclaimer: I don't main Maxwell, I'm sure those who do could provide better ideas than I, I'm just coming up with ideas based on lore. Who is Maxwell? Maxwell was the main antagonist of the series up until Charlie's reign over the throne. Since then, he has become acquainted with those he wronged, and is working alongside the other survivors to survive and possibly save Charlie. Before the constant, he was a man, a magician, known by the name William Carter. After travesty and tragedy, he was presumed dead. He later resurfaced as a new man, one who heavily relies on the dark tome, called the Codex Umbra. A book that, according to Wortox, Maxwell doesn't know how to use properly, yet. What can he currently do? As of now, the only use the Codex Umbra provides is as a portable station for summoning shadow workers. Nothing more, nothing less. Simple shadows doing menial tasks. They are useful in their own rights, giving Maxwell the role of Gatherer. He can also summon shadow duelists, who seem to do an adequate job at fighting and kiting, but can be easily overwhelmed without help. What do I propose? I feel as though it would make sense lorewise and gameplay wise if Maxwell was more inclined to use magic and depended on his Codex Umbra moreso than he does now. (Versatile Shadows) - This is a quality of life for Maxwell's shadow clones. The idea is, when Maxwell summons a shadow, it starts unequipped, and can be given a tool to use. For example, being able to give a shadow an axe to become a shadow logger, when the task is done, or when tree chopping is no longer desired, the axe can be taken from the shadow with a right click. This would stop shadow loggers from chopping any small tree farms near base that haven't grown fully, and gives his shadows more versatility. This idea was inspired by his Don't Starve Together steam trading card, where his shadow appears to not be holding anything. (More Magic!) - This was an idea I came up with in the shower, if Maxwell was on the throne for so long, why can't he do more? His vignette describes that the nightmare throne altered him in ways that are not fully understood. This idea consists of consuming nightmare fuel through the use of the Codex Umbra to manifest offensive magic attacks. Shadow Meter *Capped at 100 maximum. *The Codex Umbra becomes equippable. (Maxwell only) *Equipping the Codex Umbra displays a new meter near your stats. *The Shadow Meter can be refilled by using the Codex Umbra to consume nightmare fuel. *Using offensive magic drains the Shadow Meter. *Low Shadow Meter makes Maxwell suffer from withdrawal. (Can't use spells, reduced damage with melee weapons) *Oversupplying the Codex Umbra with nightmare fuel will cause it to overcharge. (Unsure what negative effects to include) *Summoning minions caps the Shadow Meter until they are dispelled. *Drains overtime(?) Spell Examples Shadow Pool: summons a pool of shadow hands that slows any hostile creature that walks in it. Resurrection: corpses near Maxwell don't vanish right away, at the cost of some of the shadow meter, he can resurrect basic mobs as temporary allies. For each temporary companion, the shadow meter gets capped. (This is to prevent one Maxwell from having an entire nation as an army.) (note: shadow spiders, pigs, etc aren't treated the same by their living counterparts, so you wouldn't be able to start a spider war with shadow spiders.) Shadow Duelist (?): Inspired by his unique characteristic in the Forge, Maxwell could use Shadow Duelists in a similar fashion to the Elite Pigs attack when using a gold coin. However, I was thinking of making it so you'd instead give weapons to an unarmed shadow clone, and the better the weapon, the more damage output is has. I'd like to hear everyone else's ideas for potential spells the Codex Umbra could perform, I was just spit balling the first things that came to mind. Summary * Less focus on resource gathering. * Lore/character themed rework, keeping the title of "Puppet Master" (I guess I made him into some sort of necromancer, huh? ) * wait is the shadow meter too similar to Woodie's old log meter Thanks for reading, feel free to share your ideas and criticize mine! Take care.
  14. While my Original Idea Of using it as A boat light was okay at best.. That is NOT AT ALL what I feel it should do anymore. #1- Klei should fix the Spotlight so that it Prioritizes the player who is Furtherest away from the Spotlight and without a light source. I say this because I had Wurt Rushing back towards base with no light at dark who nearly died because my Dumb Useless Light was too busy focusing on the Maxwell who was right beside the light with his own lantern equipped. (That was Dumb right?!?) #2- The Spotlight should frighten away Batilisk! I tend to base near closed off Cave Entrances often and the number one thing that happens is random under experienced players join my session and Yup you guessed it Open the dang thing up!! Which causes the Base to become overrun with Batilisk every night, So using the Spotlight to Scare them all away (since Bats are Nocturnal Creatures Anyway) Only makes Sense! #3- Allow Winona to Operate the Spotlight herself moving it a full 360 degree rotation and shining it where she wants it to be. This would be the way to scare of Batilisk because the light only Priorities players who are furthest away from camp and shines on them unless operated MANUALLY.. This also Makes Winona an Excellent Support role to assist her team in Night time Battles. And Finally... Change the Spotlight so that it can ONLY be powered by the upgraded Generator the Gem-er-rator. Some people won’t be happy with this idea but it’s to keep the last two suggestions from being Overpowered. #4-The Spotlight running on a GEM-Er-Rator should either Automatically turn itself off during the day or can be powered off by Winona, to save the expensive gem source source you use. #5- The More GEMS in the Gem slots of the Gem-er-rator the larger the radius of the Spotlight will be and the further away it can be shined before losing its connection. (If they want to make this complex to Avoid Becoming the most Overpowered thing EVER it could require a Blue, a Red, and a Purple Gem Stone Respectively..)
  15. Ok, let's get straight to it. Possible Wendy Stuff. Feel free to go off in another direction from any of this. Wendy is "happy" with Abigail summoned. Abi provides buffs to Wendy as long as she is up and about. Here are some examples of what those buffs could be. - Very slowly regen HP, due to "happiness". Like a few HP a minute or so. - Food is more filling, better together. - Much less sanity drain from the darkness, not so scary together. - Attacks do normal or a little more than normal damage, protect what makes you "happy". - Provides minor walk speed, not as much as a walking cane or walking on a path. Just so darn "happy". - Provides little warmth or cooling. Cus' "happy"! Wendy is "Sad" without Abigail. Debuffs when Abi is down and out. - a little slower move speed, feeling "sad". - food is not as filling, too "sad" to have an appetite. - attacks don't do much damage, too "sad" to fight. - loses more sanity in the darkness, the dark is extra scary alone! - actions take a little longer to do, cus' "sad". Possible Changes to Abigail. - She already does not do much damage so either keep it as it is or make her do a little less. - Her HP is already quite high to tank mobs after her so either keep it as well or If she will do less damage I'd say increase it a bit. - Mobs hate her and are easily drawn to her, so much so that If Wendy goes near a mob they will aggro straight on Abi who isn't even in their aggro distance, lol. Provided she IS still near Wendy. - You can control Abigail a bit, commands like "stay" and "follow". Fighting a mob near her breaks her out of "stay", so If you dont want her in the fight do not fight near her. "Follow" can break her away from whatever she is fighting and will get her to follow you again, as long as whatever she is fighting does not get her aggro again. Also, If Abi is very far away on "stay" and you use "follow" she will teleport to Wendys location. Changes to Wendy - I think she's fine as Is with the above listed buffs n' such. Maybe a unique craft but Idk. Unsure stuff - Not sure about this, but Abi takes 0 damage from all mobs or anything. Instead of damage, mobs attacks hits Wendys Sanity. The threshold for Nightmare attacks has increased from 30 or so to like 90. Nightmares CAN deal damage to Abi, possibly greater damage. Due to all this It might be a bit rough managing Sanity, It could make players try to avoid having Abi in fights all together. - toys to appease and play with Abigail to keep her around. Either the toy trinkets or wendy can craft some. Toys have tiers. Better toys keep abi around longer. Or maybe Toys can do something else for Abigail. - with some of these things, maybe a different way to summon abigail? Like I mentioned with toys, Wendy could craft something like a little altar and offer up toys or something, lol. Because if offering toys to Abigail are keeping her around on a timer of sorts then it should be easier to summon her I guess, probably with no penalty? - Think of "A boy and his blob". But here it's "A girl and her ghost". Offering certain toys to Abigail can cause her to transform into things. A toy boat, a toy horse, a toy tool, a toy baseball bat, a toy tank lol, a toy box as an extra mobile chest, a toy house. lol. Eh, that's all for now.
  16. So... Winona. Haven't heard much about her in a while. It's been nearly 9 months since her rework was released. She was infamous for being the most bland and pointless character in the game, but had a turnaround that would begin an entire SERIES of reworks. Now... what do you guys think of her rework? Do you think she truly is a swap character? Did the rework hit the spot, or does she need some sort of new rebalance like Woodie got? Do you think that she suffers from "The First" syndrome*, and needs another total rework? My opinion? She just needs some way to make her perks more exclusive, so that she's not a total swap character. But I've been wondering about this for a bit now. No really, I lay awake at night. What do you guys think? *The First syndrome: When game developers do a series of things, and get more experienced as they do them. The only issue, is that the first one(s) can be seen as less good than the others. Due to it being the first, and therefore made when the developers had the least experience making that series of things.
  17. I have been searching for his new rework strategy but all I found is bunch of old woodie strategy.Which isn't useful now. If any woodie mains out there may want to share their strategies with all of us? I understand the rework is just about 2 months ago, but if you have some decent strategy, that'll nice if you may share.
  18. 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
  19. Hi all, Here is a design that attempts to achieve the following goals from Wilson's identity : 1. Wilson is a simple character, with no downsides 2. Wilson is a scientist, likes experimenting 3. Wilson is intended as the face of don't starve, and he should be flavorful 4. Wilson is intended to be easy to get into for new players without being confusing 5. Wilson has a lot of knowledge and sanity to boot, similar to wicker 6. Wilson is a forgiving character to play 7. Wilson has to be a team player with some ability of revives (as seen in the forge) New ability : Portable Chemistry Set This is a new portable station (that Wilson can start with) which can be dropped like Maxwell book that unlocks some formulas that can be made with ingredients at the cost of sanity on use. The potions spoil in 3 days, to prevent stockpiling. Other characters can drink or use them, but cannot make them. The potions have mild support effects. 1. Heartpulse Formula 2x spider glands + 2 nitre + 30 health This formula is like a telltale heart,with bonus points reviving at 100 health instead of 50, and without booster shot needed. The downside is that it doesn't restore sanity on use, but drains 20 sanity to the person using it on a ghost Reason: as per his forge design, and the fact that new players die a lot, this would help for revives 2. Luminus Formula 2x light bulb + 2x nitre Upon consumption, makes Wilson glow, with the duration of 3x a lesser glow berry. It consumes 20 sanity on use. reason: new players usually avoid caves, and this would help them out 3. Sanity+ 4x flowers + 2 nitre Restores 30 sanity. reason: simple formula for new players that wish to spend extra nitre resources to not have to deal with nightmare creatures 4. Trinitretolleus (crafts 3) 3x nitre + 3x ashes Throwable gunpowder (like balloons) It does 59.5 damage on hit, sets targets on fire after 3 hits in short succession, and no fire otherwise. Works in an aoe. These spoil in 10 days, instead of 3, and do not cost sanity on use. Reason: for players that have issues kiting, this can help as a ranged attack with a cost of grinding. Numbers can be tweaked. 5. Brightbark Formula 1x logs + 1x nitre A fuel item that lasts as long as glommer's goop. Creates efficiency at the cost of nitre. No sanity cost on use (because it is not drank, but fuel) Let me know what you think of this approach and if you have other ideas of interesting formulas that fit Wilson's identities. Bonus: I would also add a "Use" option to Maxwell's book and the portable chemistry set, which simply drops it at your feet, to make new players understand how it is used
  20. With all these characters reworks,i was thinking what could be done with Webber. I love playing him and he is definely not a bad character but i have a feeling that something is missing on him. I came up, based on Wurt ability of marsh turfs, with the idea of crafting webbed turfs(like the ones in spider nests but actually turfs) They would slow down enemies, just like the ones from spider nests, but not players (except on PVP mode) Crafting: first, something from refine tab made of four silks(this item also could be burned in a firepit as a fuel) Then, one board + this item = one webbed turf I don't know if that's is broken but i really would love to see this in the game Edit: Ok maybe that would be very situational so i trough of this: You can put this item made with 4 silks in a turf and he becames webbed, with effects similar to spider dens but this webbed turf will have it's original effect too so a cobblestone turf, per example, will have speed boost for players AND the speed downside for enemies
  21. So lately many people have been discussing about the rework of woodie. Some are for it and others are against it and some are trying to figure out what are the best ways to use the forms they have now. I wanna try and figure out a good compromise for the usage of the forms without them being too strong. One of my main thoughts was just give woodie the ability to transform at will no idol eating or random chance with monster meat. He is not a wilba. he is his own unique form of "were-ness" and with the moon update I would think woodie would gain more powers as shown with the new transformations but instead He can hone their powers. I am thinking this primarily from the animation you can see woodie change his forms at will to try and combat the leif (treegaurd) This is what he should be able to do to streamline his play. Being able to make your game playable and have smooth transitions into the actions is more important than allowing animations to carry out. This is why the combat is so much better in dst than in single player. In single player attacks need to carry through the whole animation before you are allowed to move again. While in dst you can move after the attack has hit to allow for better combat and dodging in the multiplayer realm. It is still possible to have all of the transformations but i would think make it as quick as the beaver transformation was, but still cancel-able so that way if you really don't want to transform at that moment you can stop it. So what am i suggesting? I am suggesting make woodie able to transform at will and as penalty have it be the hunger drain like how it is now, but have it drain at the rate sanity drains currently. Each transformation that isn't back to human woodie takes away 30 were points and your hunger as human woodie shows how long you can be in the transformation. if we can some how bring back pine cones then you can also add a sanity penalty back to keep the challenge of keeping creatures away. each creature would have its own drain rate to compensate what each transformation can do. goose being the fastest standard drain; beaver being middle but can replenish the were meter; moose being the slowest drain but loses some tied to the damage he takes. some of these are just ideas but i feel we can adjust them to make woodies gameplay with the transformations still challangeing for new players but capable to be mastered by veterans.