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Found 115 results

  1. At this point of time, Construction skill is the only ugly duckling among the others. It doesn't bring any qualitative improvement to duplicant abilities and isn't even required as a prerequisite for some higher-tier skill. So I would suggest to modify the Construction skill branch: Remove Construction as tier 1 skill entirely. Maybe let 1st tier Digging skill give some minor bonus to construction speed. Branch Construction skill branch from 1st tier Digging skill, leaving only two additional tiers for Construction. Either increase Construction skill benefits numbers-wise so the skill has more impact on gameplay, or as a better option, assign some qualitative benefit to Construction skill tiers: make some advanced buildings require Construction skill, improve duplicant's range when constructing (would be super-useful), increase duplicant's speed and/or carrying capacity when supplying materials to construction sites (since at least 50% time is spent on exactly that)... Whatever really, for as long as Construction skill becomes worthy of taking.
  2. Hello everyone! I wonder about other people experience with Wortox in PS4, I personally find it annoying to have such a big yellow circle visible for Wortox habilities over such a beautiful game style. Klei what do you think about adding an option to hide it or change its style/size? Cheers, Pedro N.
  3. I understand that Klei needs money, which is why I have bought multiple skin packs, but I find it quite odd that people who buy the skins can't trade/gift them to other users. I have skins that I have from packs that my sister absolutely adores, but I can't give them to her due to them not being tradable. I suggest that maybe the bought skins can be giftable/tradable, but not sellable. This way, if someone needs a skin from someone else/or has an extra, they can trade for whichever skin they need. The skins won't be sold, so people won't be making profit off of them, and it would allow those who can't afford the skins the chance to get them from users who have extras/don't want certain skins from a pack.
  4. My suggestion would be to add larger capacity gas storage tanks, maybe 500kg and 1000kg tanks. Require it to be made out of refined metal & Steel & plastic. The reason I ask is storing natural gas and hydrogen results in giant tank farms or building rooms with pumps and high pressure vents. It just doesn't make sense to me that I can create a 5x3 room (same size as tank) and store 300 KG of gas but I can't build a better tank than one that only stores 150kg. Thanks, Six by Six PS: While I know you can create infinite gas storage using simple exploits, I try not to use them.
  5. Klei, пожалуйста верните центрифугу пусть она будет аттракционом для развлечений. как дискобот или аркадная машина Klei, please return the Space Cadet Centrifuge let it be a fun attraction. like a Jukebot or Arcade Machine
  6. Lemme ask you a question how many times have your base been smashed by a giant, not all but always something. why not have an animation that commences the start of the fight, like seeing Deerclops claw out of the ocean. or bearger giving a big yawn, just something so we know where bosses are and not waste time looking for them while they are destroying everything. something similar to the fuel weaver death animation.
  7. While hounds are an interesting component early-game, acting as one of the only ways the game scales with difficulty, and encouraging people to base in one place, as to have tooth traps, they get really boring really quick late-game, no longer increasing in difficulty after day 100, and not varying in any way shape or form, being easily countered by a quick run through a tooth trap field, which makes them more annoying than difficult. However, this leads to a very annoying and un-fun experience, becoming a chore rather than a challenge. Although the answer may seem at first to be "More Hounds!" This only leads to the creation of more tooth traps from their teeth, and eventually ridiculous lag, as more of the same threat will probably not lead to instant death. However, hound attacks could still be fun if they were wired differently, or if more than "hounds" attacked. If Wargs were to spawn in later waves there could be a lot more flavor in these fights, as they have different attacking patterns and higher health, which leads to harder kiting and "resistance" to hound traps. Additionally a sort of resistance to hound traps late-game could be very interesting, as it would get players to think outside of the box, and put a real challenge into the game. An example of this is Depths Worms, being able to go under tooth traps makes them much more challenging and interesting. Lastly, we could get more types of late-game hounds, not necessarily with unique drops, but more powerful, such as a purple hound, perhaps that can teleport, with an increased insanity aura. However, I do realize this could get really annoying really quick too, as getting a Warg attack every 5 or so days would drive most players crazy. Perhaps at a certain point the hound attacks could slow down, (along with preparation time before attack) but become even more dangerous, and get harder from there. It would also be better if hounds perhaps 'waited' until a boss fight was over, in order to avoid badly timed hound attacks when your trying to fight deerclops. Either way, later-game hound attacks should get a rework, along with a minor one for the caves, perhaps.
  8. Currently there are 3 types of clothing and i expect there will be more in time. But the way they work now is quite clunky and not worth to bother with. Basically everyone is using snazzy suits and call it good. The problem is the dupe's AI is not allowing them to stay in one place for long and when you're building multiple things it's absolutely impossible to track and manage who has what equipped and change it on the fly. Warm sweater and Cool vest (or whatever the **** it is called) have really nice benefits. it's just pain in the butt to manage. Solution to this situation could be a station where you store clothes you need and dupes would have to equip them before passing through and take them off when returning. Identical function as exosuit station but more accessible and cheaper for early game than making exosuits. If there is a modder around here it's a nice idea for a small mod. One that i would gladly use in every world
  9. I love Wolfgang in concept, but he can eliminate any difficulty in the game by design easier than almost any character. So... for the rework down the road (or maybe sooner if this actually gets read) since this character is supposed to be a coward, let's have his fear more directly influence his battlefield prowess. The main and simplest way I think this can be done is to use the sanity meter. Formula wise (and I'm just spitballing here), maybe have it directly influence the multiplier at a 1:1 ratio. So 1.6 or whatever his max multiplier is at max hunger would be multiplied by sanity (100% being 1 as defined in the code). So 1.6 x .8 (80% sanity) puts the multiplier at 1.28. Zero sanity would be zero bonus, obviously you don't want to remove the ability to fight altogether. In addition, maybe have the state of Wolfgang also play a part (wimpy, normal, mighty), giving an additional -10% to -20% to sanity penalties either through the battle formula, or perhaps even just to the sanity drain itself. EDIT: Additional suggestion for Wigfrid here since this is going to make Wigfrid look like the de facto choice for combat focused players, a suggestion I would have to keep her a bit more balanced is to add a meter similar to Woodie, but tie this one to combat, a battle hunger if you would. Failing to keep this one in check would result in a boredom debuff, increasing her hunger drain and possibly even her sanity the lower it is. Sanity-wise, maybe the effect could reduce your maximum sanity.
  10. The Chinese translation for DST is too terrible. Some words are not accurate. Such as "play offline" is usually translated into “离线游戏” , not “线下游戏”。 "线下游戏" hava two meanings: 1.play game in real life 2. play game without internet. but “离线游戏” only have one meaning: 1.play game without internet. “离线游戏” is more suitable in this situation. There may be many similar problems like this , so we choose Chinese translation mods. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here is too many Chinese garbled on DST for Linux. Maybe here was not any testing on DST for Linux. Interestingly, this problem can be solved to by a mod named “Chinese +++”。 It means that this problem has been around for a long time and the official did not take any action. 饥荒联机版的中文翻译实在是太糟糕了。 部分词语翻译得不够准确。 比如说 “play offline ”一般翻译为“离线游戏”,而不是“线下游戏”。 线下游戏有两重含义: 1.在现实生活中游玩游戏 2.在断网的情况下玩游戏 离线游戏只有一种含义: 1.在断网的情况下玩游戏 在这个情景下,离线游戏更加合适。 像这种类似的问题可能还有很多,所以我们选择使用汉化Mod,而不是官方的中文翻译。 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 饥荒联机版的Linux版本出现了大量的中文乱码。 可能官方没有进行过任何Linux客户端的测试,就把文本放出来了。 有趣地是,这个问题可以通过订阅一款名为“Chinese +++”的Mod来解决。(这个问题出现的原因应该是字库的问题) 这意味着这个问题出现了很长一段时间,而官方一直没有采取任何行动去解决这个问题。 PS:这让我对官方十分失望
  11. Whenever I'm playing, I try to use whatever material is on hand. If there's lots of Sandstone, I build with sandstone. If I'm in an area with a lot of granite, I build with granite, obsidian with obsidian etc. It's always annoying when I forget I have Sandstone selected and my dupes run all the way back to my base to grab some when they could have just used the obsidian right next to them to build that ladder. So, I think a 'nearest available' option alongside the material selection would be wonderful. The dupes would literally grab whatever is lying around close by to build whatever they were told to build.
  12. While I get the idea behind the changes to the jobs/skills system, the recent change in the test branch doesn't make any sense and doesn't give you proper control over what your dupes spend their time doing. The jobs system made sense... to improve your skill in something you had to do it. Collecting points for doing everything and then spending them on specifics is completely illogical. How can my dupe learn how to research by digging and picking up stuff? As for controlling what they do, how about making the hats affect what they prioritize? As it stands, all my dupes are doing everything and I have no way of controlling what they do aside from setting their priorities manually... and ALL my dupes seem to prioritize doing research over everything else. If the idea is to give some RPG flavor to the game, you've missed something important. The collection of points that you then spend as you wish works in RPGs because characters are already predisposed to a particular set of skills. That isn't true with dupes. Now, if you were to make dupes so that they were actually good at some skills and bad at others then the current changes might make some sense.
  13. The Y.S.N.P. = YOU SHOULD NOT PASS - Tile to block critter movement. Based on content from Why not adding a tile, where critters could not pass? For walking critters it would be an easy thing. Some baked slime coating as real block(rock crusher/kitchen), or something more like path planner, to cut off pathing for critters, based on rooms / ranch, but must be possible to use, in open ranches too. For flying ones, it could be the same, but they stay 3 tiles away from them (as block). Perhaps a background tile would be a thing too. Could be modded perhaps? @D.L.S.TY
  14. I've mixed opinions about the new skill system. I like a few things but feel many others aren't yet as good as the old way of doing things. BAD 1) End of dupe careers. Previously, I'd shuffle around dupes to train them in a bunch of things and keep morale expectations from getting too high. I understand this is a bit more work, but right now I'll drop a dupe in a job and leave him there. The old way felt, to me, more lived in. 2) No meaningful experience / time in grade. The old way, dupes had to spend time doing something in order to learn the next step. The new way is faster but allows you to diversify the dupes without them putting in their time. 2a) It also messes up artwork. Previously, I'd take a decent Creativity dupe, have her carve and recarve a bunch of statues, and after considerable time make decent art. Now, I'd level that dupe 3x times doing whatever, plow those points into art, and start at Masterwork. I think needing to have the so-so art as the dupe improved added something. 3) Skill points vs skills. Using the same term for "the dupe is now +1 mining" and "the dupe is ready to train at another job" is confusing. 4) I'm less able to see what jobs are covered at a glance. If I see I have someone training as a groundskeeper, I know I've set a dupe to tidy as their top priority. GOOD 1) I like the changed morale system. A dupe who has trained at level one in three jobs should expect more from life than one who has trained in only one. I also like how their expectations increase less for their favored jobs. It makes that detail more meaningful than just completing that training more quickly. SUGGESTIONS 1) Bring back job experience. Artists need to craft a bunch in order to learn their trade. Miners get better the more stuff they dig through. If you give a dupe Gofer training but don't have her hauling stuff, she shouldn't be ready for heavier loads as quickly as the dupe constantly on the go. This does let you train in multiple things as once. 2) I'd like some kind of career development plan. For instance, I intend for a new dupe to be a Mechtronic Engineer. So, I mark all the required skills and can fill them in as experience becomes available. 3) Tweak hats. Old hats told me what job the dupe was training in and how good they were. The current way feels off. -- Anyhow, I hope this is useful. I look forward to further updates.
  15. Hi I would very much like to think this will be read by devs but i have my doubts. But by staying quiet things can't change so here is my diarrhea of thoughts: Hats: Since the hats are now completely useless it would be nice to have them as craftable item (just like snazzy suit) and give them some benefits. That way they could retain their usefulness beside just a cosmetic junk. Airlock building: I and i'm sure many players have to resort to using water locks to separate 2 areas so the gas have no chance of leaking through. Altho this works in real life (toilet) it feels a bit cheaty ingame. Dedicated Airlock building with decontamination function would be elegant solution to the water locks Curing bad traits: Did you ever have to painfully re-roll a dupe just because of his horrible trait ? Did you find diver's lungs +8 learning dupe with athletic and had to let him go because he farts ? Well this option would solve this infuriating problem. My suggestion is to have a way to remove bad traits somewhere in the beginning of space exploration at great cost to the base and/or the dupe. Maybe some expensive materials, long time in the medical device or making him loose few skill points. But if you have a space machine to add good traits, there should be a space way to cure the bad ones too. Deterministic dupe selection: I love ONI, played for hundreds and hundreds of hours already. But there is hands down one thing that single-handedly kills insane amount of time. And that's dupe selection. I'm talking about 1-2 hours before even starting a map !! Now you have to press "Shuffle" to get a new dupe. It's RNG10x42 and i passionately hate it. The system i suggest is similar to the new skill system. Let's say each dupe would have 100 points, each good and bad trait would have a sizable cost (bad traits would give you some extra points to spend because you're crippling the dupe) and skills would take +1 or 2. This way each player would be able to quickly create 3 dupes custom to his playstyle and even try different approaches to early game instead of relying on RNG. It's a win win situation and i'm honestly confused you didn't implement it sooner. As a WoW player i can swear players passionately hate RNG. Deadly diseases: There is nothing more enjoyable than a challenging game. The awesome feeling of overcoming a problem that's been giving you trouble for weeks. I will be honest now. Diseases are a joke now. They are non existent from seasoned player point of view. You can rush exosuits and have them up before cycle 100 and from there you can explore the whole map without risking anything. We seriously need more diseases and some of them really deadly. Maybe some space disease can hibernate for long time and then be super deadly, others can have obvious symptoms from the start and be less deadly BUT spread like a plague. Players would be able to create isolation chambers with automatic food delivery and exosuit access only. So much fun. Aggressive creatures: In the current state of the game players can explore the whole map without any risk since cycle 2. As i explained above, challenging gameplay is much more rewarding and fun. Having some aggressive creatures that are preventing you from accessing certain valuable areas would allow players to do much more strategic decisions. And maybe for the future, soldier traits and upgrades for space guns Increased room sizes: This one has been bugging me since the Ranching update. The room sizes are soooo small compared to number of dupes you are able to sustain and need for endgame. Currently you can fit only 3 (maybe 4 if you sacrifice some decor) plastic beds with some decor around in one bedroom. Or recreation room where you can't even fit all the things for dupes to enjoy without sacrificing the decor. I have to avoid building a recreation room because the room size is 64, recreation buildings are 3 and 5 wide so the room can NEVER be symmetrical and my OCD just won't allow it. Laugh if you want (which you shouldn't) but that's the truth. Symmetry is a must. The game seriously needs an upgrade in this area. Which leads me to the last suggestion i have in mind at this moment. Eggs: I was very happy when you removed the "expecting" debuff. For those who don't know it was 100% reproduction rate debuff if there is an egg present in the stable with critters. It's called "Cramped" now. However the egg still counts towards the population. It's really annoying. What if 2 hatches will lay an egg shortly after each other. Should i have 96 tiles big stable for 5 hatches to avoid overpopulation ???? This can be solved by having sweep only storage compactor nearby with priority 9 to immediately remove the egg without using automation in early game. However this will require your constant attention to sweep the stables and remove the eggs from compactor because they can't hatch inside. If the egg didn't count towards the population you could leave it there to hatch and regulate the population by auto wrangling above 7. I say 7 because 8 is the absolute maximum number of hatches you can have in a massive 96 tile stable... pathetic. COLLAPSE ALL: there is nothing to say here. the massive list of things on the right side clutters so much of the screen that i can't even find words to describe it.
  16. Hey ppl its me again, so for me lights should increase the maximum recieved decor of the lit area, just that you see more beauty around and so on, as they are lights are only a problem because of heat, or useful for farms. Maybe bonus mv speed or working speed like on oil refineries and everything " tinkering " " related because " you work better on a lit area ?" . What you guys think about it?
  17. Hello guys! (•ω•) Though that’s not very neccessary, but it’s just some visual effects. Overheating buildings will glow red to indicate it’s too hot. Also I hope that hot minerals also glow red when reached a certain temperature. Such as over 300°C.
  18. The friend whom I often play with is easily annoyed by the gobblers trying to steal away her berries. This prompted an idea in my head for a future event: Gobblers everywhere! They appear unexpectedly to try and pilfer your loot. They peck at you, and much like the frogs, your items will pop out of your inventory so they can have a chance at nabbing it away from you and flee frantically. This event could take place in a small enclosed map, much like the Gorge and the Forge events, or it could be a frantic survival experience in the open-ended generic map. Both would have you survive, attempting to thwart the rise of the gobblers, so everything can finally return to normal. Set up camp and defend yourself against those sneaky gobblers.
  19. Give him a sword, maybe not a starting item, but craftable 1 Living Log 2 NightMare fuels 5 / 10 souls Soul Sword : 50 damage per hit, no souls are dropped if the mob is killed by the souls sword / extra souls drop I don't know just something more to his name as he comes not that useful in solo runs.
  20. Browsing the forums and some videos I've seen on youtube have come to a fairly split opinion on how insanity is viewed within the community, While many preach that there are very few downsides to insanity and a player should be insane within the 1st day and wish for dramatic buffs to shadow creatures and the threat that being insane brings, while others adamantly say insanity is hard enough and that any increase will hurt the player base, especially the new player base. My idea would be a compromise between the two, while keeping with what I believe Klei's idea of risk/reward system in DST in long term planned gameplay. This would better fit how don't starve works, everything is planned in long term, so theorized like thus: 0-1 day of insanity, just crawling horrors show (maybe 1 nightmare fuel per kill) 2-3 days of insanity terrorbeaks begin to show (1 or 2 nightmare fuel per kill) 4-9 days of insanity larger packs of terrorbeaks start to appear (up to 5 at a time) 10+ days random shadow monsters appear, these are just shadowed versions of any regular enemy/mob in the game (non giant bosses) with rare variants such are vargs, mctusks, treeguard, and ewecus (spit only damage not the stun) and these could drop a lot more nightmare fuel, beard hair, living wood (depending enemy) or one of 3 common gems (blue, red, and purple) This method would give an increasing risk; increasing reward while not requiring even new assets to be generated by Klei apart from shadowing out a character model, making it much easier (thus more likely) to institute. Would also appease both sides of the fence while allowing new players to only have "light insanity" vs a more professional player diving headfirst into insanity to reap those rewards. The only break I would give players for consecutive days insane would be they have 30 seconds of coming up above the sanity threshold to get it back down under it, since killing too many at once might restore too much sanity to keep it, and shadow creatures do not stop attacking you during this above the sanity threshold window, unless raised substantially. (or another variation is you can only get the 30 second grace window if you do it by killing a shadow creature, and not by other sources such as food.) For a further fetched idea, stay insane for 30+ consecutive days and you can fight shadow bosses or even giants that can drop orange gems or anything from a chest that appears in the ruins. P.S. This is just a thought it threw together after watching a video, so if you like some parts of it please run with the idea in other directions.
  21. I just had my first journey trying to find the calendar and it definitely wasn't fun to simply mine the pillars. Wouldn't it be better game design if the player was forced to use gunpowder (or anything that explodes) and magnifying glass?
  22. I would love to see an airlock building. I know you can do an airlock with liquid or viscous gel, but if you can send a dupe to space, you should be able to build a proper airlock. I feel like it can be late game research and high cost: plastic + refined metal. It could be pretty large 6x4 or 4x4 and require power. You can have a nice airlock swoosh sound. No gas in except pumped. And some delightful dupe decontamination animation (say this 5 times fast). There can be a delay if there is a difference in pressure or atmosphere. You can have gases pumped in and gases pumped out of the actual. For example, if you pump in chlorine, to decontaminate the dupes and anything they carry. I would also like to see doors that can only be entered if the dupe is wearing an atmo suit. And the above-described airlock also have the option.
  23. Forbid

    I think that a Dwarf-Fortress-style forbid designation would be helpful. Sometimes I just want to stop dupes from messing with things (like when I'm trying to hatch eggs without an incubator) without having to lock them out.
  24. Hey there! Had a big break from DST due to university. Decided to have a look at the progress of DST as me and my fiance have completed the game long ago but would love to jump back in. Firstly the bugs, me and my fiance spent 3 hours tonight trying out the game again on an old 27 day map. First bug, we noticed as wendy we took a free hit from darkness like winona does? wondering if it accidentally got placed on all characters winonas passive. Secondly, tombstone Resurrection didn't provide light? we may have bad memory but do remember it producing light at death? (if not it would be cool if it did lol) thirdly, we both entered caves, (splitscreen) then exited cave, got error "Disconnected from klei servers" then infinite loading screen. That about cut it for our game for the night and we shut the game down to not reopen it. That's all we encountered other then year of the pig belts not working but assume its due to the event no longer on-going? was a cool event would of been cool if it was permanent content as we won't be seeing Chinese new year themes until every decade or so, so it would be cool for it to be all permanent additions in honor of each Chinese new year animal. . Am disappointed that ps4 did not ever see the forge, was hyped for that! but that is fine, it-least their was an explanation. Opinions on new update, Winona changes haven't tried but sound awesome exactly what she needed to spruce up her kit, It is neat all characters getting overhauls, but I believe other areas of the game such as new worlds and biomes which were mentioned are much more important for the fun and health of furthering the games playtime and fun. But I believe some characters are fine, wendy and abigal, Webber, and even wigfrid and wolfgang, and wes, basically all of them are fine, except maybe buff willow, and buff woodie that would be neat. The new character additions, sounds like nothing but good news! AMAZING that DST is still being supported, much appreciated Klei very generous of you. The pay for character idea, neat! but will it make money? the servers didn't for the events because lets face it, people don't like spending money unless they have to. Some hardcore fans will, but hardcore fans rarely keep a game afloat especially niche games. I still stand by an idea I once suggested of having a pay to play DLC, but once you have it friends can join your world and have all content of the DLC. So it will it-least get some sales, and certainly sales of solo players as they may not want to play with friends etc. People could afford DST in the first place, they can certainly buy a DLC. It won't seperate the community, people may complain but damn, look at fortnite $84 worth of purchases PER ACCOUNT, thats accounting for the accounts that don't spend a cent or were only played once, think about that for a bit. People have money, they will buy things they like, a killer DLC that is at the level of shipwrecked or Hamlet for DST will be a major success! Would also like to make a suggestion as I noticed the Hamlet harnessed many ideas I much desired. I commented a suggestion about two years ago now. About pig villages and pig towns and cities, I wonder if my suggestion is what sparked the idea of hamlet, or potentially just great minds think a like. So I shall give it another go, okay so DST has much potential for more gameplay and content, but what it needs is something new and exciting, new bosses? varying season even? new world as mentioned in road-map, BIOMES I enjoy exploring biomes they are the most crucial addition, as many new biomes as possible!!!. I was thinking why not in DST have an on-going war between merms and pigs, and have pigs and merms gradually expand by building their own homes, which may expand their own biomes over-top of existing biomes until destroyed such as the spiders do, which could come with chairs and things to do for the creatures to interact with to give it some liveliness, maybe a Merm king as an opponent who may fight the pig king? I don't know but interesting concept I would love to see. Suggestion for new world being one with a cycle of a whole day of positivity rainbows, fruiting plants, colorful vibrant fauna and flora, fluffy blue beefalo's, I don't know something happy and colorful, but for it on each second day to turn sinister like the shadow world on steroids, with jump scares and death at every corner. Keeping players on their toes, it maybe entered through the ruins portal? And brings about a whole new world for players to indulge in, but once accessing this world, it forever changes the surface world adding stronger and newer enemies, which could maybe initiate the Merm, pig war? this way it separates the normal DST Experience but changes with progress, which would be amazing, like two DST's in one!? it could even be a DLC. Their is so many ideas and creativity to brainstorm and I know Klei is very creative! So I have high expectations for the future of DST and all the content to come, but I am hoping for some crazy diverse biomes and a new world. Finally I heard a season pass of sorts will come about? that would be really really cool, maybe similar to fortnite's but less pay to play greed style of marketing and it would flourish! (I hate fortnite, greedy company, exploiting their power over generous parents buying stuff for their kids). none the less season of game-play with new content definitely sounds exciting and refreshing for the game, maybe even with leader-boards? And prizes for getting a certain amount of progress with challenges like maybe make 100 bacon and eggs, or kill 100 pigs. things like that to have goals. We found after completing the trophies for ps4 we no longer felt need to progress as far into the game, so exclusive end game rewards or season pass rewards would be very cool, even permanent skins for beating new bosses and stuff would be awesome. you have the power to make this game something completely new, rebirth it with a snazzy new trailer, and make it the top seller of 2019 and onwards!! Go forth Klei, and make quality content! and continue on your en-devours within your company, god bless! and make sure greed never consumes your company, but also make sure you make enough profits to stay above and a float! I will most likely post another post for the ps4 forums in another year or so.
  25. I understand the new change to not allowing drywall to be behind a tile. However, when building in space this has become an issue. Would you guys at Klei please consider allowing for drywall to replace tiles, so when expanding while in space, we don't loose the majority of the gas in a room when we want to expand? Also, allowing drywall to go behind airflow tiles and mesh tiles would be really really great! Thanks -NonFat