Search the Community

Showing results for tags 'skills'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Hot Lava
    • [Hot Lava] - General Discussion
    • [Hot Lava] - Suggestions and Feedback
    • [Hot Lava] - Bug Tracker
    • [Hot Lava] - Strats and Records
    • [Hot Lava] - Developer Log
    • Hot Lava Latest Update
  • Griftlands
    • [Griftlands Alpha] - General Discussion
    • [Griftlands Alpha] - Suggestions and Feedback
    • [Griftlands Alpha] - Bug Tracker
    • [Griftlands Alpha] - Developer log
  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] Return of Them
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • The Off-Topic Area
    • Other Klei Services

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included
  • Griftlands - [Alpha]
  • Don't Starve: Hamlet
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: Return of Them
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included
  • Griftlands - [Alpha]
  • Hot Lava
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Hamlet
  • Don't Starve: Shipwrecked

Categories

  • Hot Lava - Bug Reports


Biography


Location


Interests


Occupation


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

Found 7 results

  1. I think we should be able to add dupe skill points on playground to make it more easy on a asteroid with debug (A.K.A Playground) so we won't have to grind until day 92 to have astronauts or other stuff
  2. I've been playing around with the skill stats and progress mod, which is a fantastic little debug tool. It lists all the hidden XP levels for a duplicant's skills, including the XP needed to level up the attribute. I've learned a few things about skills, and confirmed a few things that the forums have known for quite some time. - Attribute gains seem to be time based, the more time spent on a task, the more XP gained. For example Jean is a novice mechanic and got 160XP from using the rock crusher. Rowan was an expert mechanic and got 104 XP because he was faster. - Attributes gained through skill points do not change the XP required to level up. However if the dupe is working faster, they'll have fewer opportunities to gain XP. - Attributes gained or lost through special traits similarly do not change XP needs. So buffs like twinkletoes are fantastic, while weaknesses like anemic are very bad. - Attribute bonuses from interests DO count as inherent level ups, so you may start at skill lvl 7 but have to pay a steep XP price to reach level 8. Bummer. - Supplying does not generate XP so watering farms, storing food etc. are dead end jobs. Leave it up to autosweepers. - Hamster wheels provide both athletics and machinery training. - Toilets and mopping provide strength training. - Critter ranching does not generate XP, which seems like a pretty serious oversight. For now, +7 ranching interest seems the best option. - Science skill does increase attribute XP gain. One smart duplicant got 88XP while a dumdum got 47XP from doing the same research. It appears that science is absolutely, positively, the most important interest and trait for a duplicant. Other interests may have more immediate utility in the early game, but more XP snowballs into better everything.
  3. Either bring back the old job system, or make the morale requirements only apply to the highest tier of skill. I liked the jobs board. I liked the hats. I ESPECIALLY liked that i was able to max out every dupe's tree. I understand you dont like to do that, and i respect your opinion as long as you respect mine, BUT. This new change didn't affect your playstyle at ALL, and ruined mine. There's no reason to do that. I feel satisfied, after having maxed out my dupes. At the beginning, you STILL have to specialize them, that hasn't changed. I did that too, before, and now, you're still doing it. This only changed the lategame, and only for me. You are still choosing not to max them out, but now I'm FORCED to not be able to max them out. Its not like it made the game 'any easier', since it took like 1500 cycles to do, WHICH, FOR THE RECORD, is something im totally fine with. I have 2300 cycles on my last base, and i haven't even started spaceflight, because i was perfectly content min-maxing my already existing setups instead. At that point, 1500 or 2300 cycles into the game, having maxed out dupes, does NOT make the game easier. I already have everything set up, the game is already easy, in terms of survival elements, having maxed out dupes wont make it easier, but it will make me feel nice. As i said, this didn't affect those who didn't like maxing out, but it severely affected me, and i dont see no reason to have this change, just to spite me. Also, the jobs board and hats were cool. Actually training them in their fields felt better than them doing ANYthing, and being able to skill up ANYthing. Its 2019, dopamine is ******* rare, and please dont deny me my little happy hormones, im miserable enough without it.
  4. The mechatronics path should have Improved Construction II and Electrical Engineering as prequisites instead of carrying. Right now it can screw you over, because the priority of conveyor systems is set by building, and not by operating, so that is not a natural transition. I ended up several times wondering why no conveyors were being built, which was due to all my engineers being busy refining oil and ore. The build skill path doesn't really offer any special perks at the moment, while carrying is super useful already to the point of skilling all your dupes in it, and leads up to exosuit mastery, which is awesome. Shifting it over to build would lead to a more natural progression and make that path a bit stronger.
  5. Can we got an additional effect based on the hats we put on our dupes? I.E. Tidying/Plumbing hats have galoshes that gives immunity to the soggy feet debuff 2nd and 3rd level Mining hats give the ability to mine an additional block of similar hardness at the same time Artists Hats give a small decor boost in the area like the Snazzy outfits. Construction hats give Dupes the ability to work on more than one construction project at the same time. Electrical Engineer hats lets dupes use electrical tuning on one more machine per chip. Research hats gives a dupe a flat increase to all skills but physical ones(strength and athletics) based on hat rank. Cooking hats increase the total KG of the finished product by 10% based on hat level. Ranching hats increase the duration of groomed buffs on the critters or maybe increase the reproduction rate of the critters. Farming hats add half a cycle to micronutrients buff per rank of hats. These aren't game breaking but honestly hats have no real function anymore since they aren't tied to "Jobs" anymore giving them some function would increase the usefulness of specializing your dupes and also give those who have earned that level 3 hat that little boost in their preferred work task. TD:LR Hats make good dupes gooder at what they do good.
  6. Hi there, I have few ideas to make DS Together a more fun experience, since there will be more players playing. Philosophy: As with all survival and every work position in the world - specialization is the key to success. The team is stronger, if each player is specialized in something which gives him and the team benefits in the end. Where I aim - it would be great, if players had a set of skills they could explore and get better at. I am not saying it should look like some old RPG stuff, loaded with clutter of useless stuff. Just some basics. Skills: - hunting/fighting skills - crafting skills - cooking skills - harvesting skills Mechanic: - levels of each skills - basic, intermediate, expert - all skills would be increased by a small amount when the character would be doing the thing (either fighting, crafting, cooking meals or cutting trees or rocks down) - after some time (up to developers to decide, but should be long, so it is not easy), a player would become an expert and would have some benefits - benefits could be for example: - 10/20/30 % increased damage and armor for basic, intermediate and expert (hunting/fighting) - 10/20/30 % less resources needed for crafting - 10/20/30 % less resources or time of cooking needed - 10/20/30 % less time to cut down or pick up anything This way players would have another goal and could specify their place in the team of survivors. It is always like that - when few people are surviving, not everyone is making the fire , because they wouldn't last long that way. Also, this could be even more fun to see some combination of characters and roles they would play in the game. For example Woodie would be the best to use and get some harvesting skills. And Wigfried would be best for hunting/fighting. What do you think? Would you like some taint of roles in the survival wilderness? Any feedback appreciated. P.S.: Another idea, which doesn't concern skills - it would be great to have bow and arrow. Even the oldest tribes had bows and arrows. It is just that simple that this weapon is essential in surviving or killing something from a distance.
  7. I've been thinking about this a few times and I think it would be a cool and nifty addition to the already perfect game.Character Levels and leveling -- Something nifty that I've thought of is a character leveling system. It would be nice to get a somewhat more rewarding feeling when you kill a nasty tree bugger or when you successfully defend your home, and possibly your poor defenseless chester, from an incoming hound attack. So what better way to get that F&$% YEAH feeling than leveling up! =DThe variety of what this could do/upgrade on your character could be incredibly fun and addictive, so I wanted to tell a few of my ideas of what leveling up could do for your character.1. Raise your max HP, Starve meter, Sanity, Strength or defense! Doing this could make it easier to survive those harder enemies and bosses that always pester you when you are trying to create your dream.... camp. Or can raise your HP so that when you "accidentally" bite into monster meat, you won't die and than rage quit.. Or is that just me.. IT'S HAPPENED 5 TIMES!!!!1!1! DX2.Leveling could make it so your knowledge for building and improvising increases, making it so you can advance in creating the bigger and better things! Plus it will always give that sense of anticipation when you're so close to finally learning how to build that dark sword you've always wanted!Another thing that can be added to the leveling aspect could be skills. (and possibly skill points?!) Skills could be included in the leveling system and give you an extra OOMPH to your chances of survival by giving you a few helpful boosts that could end up saving your life!Some of the ideas i've been having would be like: "Become able to wear nightmare equipment without going insane" (or reduces the sanity lost)"Become able to eat any type of food, rotten or not." (that may conflict with the robot guy though)"Recieve more HP and become more full when you eat food" *These are just some survival skills. If they really wanted to add some action skills I would be fine with that. :)These features could be included in the adventure mode game type that I don't think really has anything that makes it stand out, does it? Or you could add it to every mode, your choice! (obviously)You could also make an entirely new mode for all I care! Would be a cool addition!You could also have different "skill trees" for each character so that some skills wont clash with the skill they already come with (noted above).Sooooo yeah, I thought these were a couple good ideas that I have thought of and would love to see in a future update maybe! --------------------------------------------------------------------------------------------------------------- Please feel free to comment on these ideas, for I read every comment no matter the amount! Also check out my previous post: http://forums.kleientertainment.com/showthread.php?10424-Caves-and-bows-in-Don-t-Starve-Brandon-s-thoughtsSee ya guys later!