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  1. It would be cool, it would be so awesome. It could show how many of those specific creatures you have killed, and how much of them have killed you. If your followers kill a creature, it counts for the scrap book.
  2. They don't make the game harder, they just make it worse. They destroy your bases, they destroy wild bunny hutches, they are messy. Only way i believe they can be fixed without removing them is making them not destroy structures, and dissapear after an amount of time. This ruins long term worlds with cave bases, and ruins all future ones. Remove it or rework it. How about instead of boulders, they drop one or two shadlings instead that despawn after some time? I would also make the bomb they spawn not destroy walls if that is so. Just a replacment idea i had, since this actually makes it harder, and has some use along with it. + to add on there is 0 counters to boulder earthquakes and more spawn with more people which can demolish public server cave base mega bases.
  3. These are simply my thoughts and concepts about a few aspects of the beta that I think could be changed about them, I spent a lot of time thinking about these so some people may of already beaten me to the punch which I'll acknowledge, I'm not stealing ideas or claiming credit for them, these are just my thoughts. I hope these ideas are nice and somewhat agreeable, perhaps able to be built upon too. There is a lot of text so I'll simply provide a TL;DR at the bottom. The things I'll be talking about will be about Charlie's appearance, the Scrapbook, the new item sounds and earthquake boulders. First thing's first, probably one of the most impactful things storywise, the appearance of Charlie. To me it feels... Underwhelming? Unsatisfying? Not to offend. The first time in a nearly a decade for both us and (some of) the survivors meeting her in person, in game, and this is how it plays out? It feels like this isn't as special as it should be, just her fixing the gateway while we stand around and nothing really else at all. This is the one that we are not starving to get after all, the main antagonist, the darkness that haunts us. The change I propose simply alters how this interaction plays out, the end result is the same. Replace the beckoning hand with simply needing to drop 5 Dreadstones onto the floor of the arena, they don't need to be a stack. This will be hinted somewhere as well so it isn't a random thing you'd need to guess. The hand won't be removed entirely, it'll serve another purpose which I'll explain more below. Saves it needing to be included with the death of Fuelweaver, I do understand it's something that's unlocked and very direct in what it needs, but having something be included with the Fuelweaver kill feels strange to me, that it feels out of place. Once 5 Dreadstones are on the floor, the survivors would leave the atrium as usual. Three requirements, technically speaking, need to be met in order for rifts to appear: 5 Dreadstones are on the floor of the arena, in a stack or not. Nobody is inside of the atrium. The gateway is currently on cooldown. Once all requirements are met, an invisible countdown of 3-6 minutes begins, this countdown will define when the gateway will be repaired. If you do not return to the atrium during this cooldown, then the gateway will repair off-screen and the cave rifts will still start as per usual. You'll be able to return to the arena and see that the gateway is fixed afterwards, but you would of missed the cutscene of it being repaired. However, if survivors return to the atrium and make their way back to the arena before the countdown stops, they have an opportunity to witness the cutscene. Technical things can be explained later if required, such as how telepoofing would work, what pauses the countdown and how survivors would stay safe during the cutscene. Once the countdown reaches 0, all survivors that are outside of the arena and 1-2 tiles near the Ancient Gates that serves as the door to the area, will be able to watch the cutscene. The camera will pan towards the gateway while the survivors remain outside of the arena, as if to watch it from a safe distance. Shadow hands will extend from the void towards the Dreadstones to take them. Extra hands will appear if there's additional individual stacks of Dreadstone on the floor, one hand per individual stack, up to a maximum of 5 hands. The hands will prioritize the highest stacks of Dreadstone in an effort to spawn as minimal hands as possible. If there's more than 5 Dreadstone offered, it will subtract from the stacks until it will take only 5. The shadow hands slither back into the void having taken the 5 required Dreadstone. Charlie appears and fixes the gateway as usual, then disappears. The camera would pan back to your character who'd make a remark about what just happened, then you are free to enter the arena and investigate further. This makes the cutscene play out like a secret bonus, and/or something that the survivors weren't meant to see, optional and making the encounter more cinematic as it's a pretty major occurrence that shouldn't have disturbances or interruption, deserving some level of immersion. You can still drop the Dreadstone within the arena and the gateway will repair regardless of what survivors do, it'd just be a secret and optional opportunity to witness the gate being repaired by Charlie in person, from a safe distance of course. Next very remarkable change, the Scrapbook! I do enjoy this new catalog but I believe it deserves some tweaks to a degree. The notifications of new Scrapbook updates may be very annoying to people after a while as there are many, many things to discover and fill out, and you'd have to see the notification that many times, or ignore it and have it be a permanent part of your HUD. You'd most likely clear the notification only for it to appear again as soon as immediately. Either skip everything I'm about to explain below about the Scrapbook and make the notification automatically disappear after a while of appearing... Or the second idea, remove the Scrapbook button from the escape menu and instead... ...Turn it into an item! Much like the Cookbook and Gardeneer Hat. It'll appear as a non hidden craftable that'd require a Science Machine to prototype. You can prototype it with a number of Papyrus, as Papyrus also requires a Science Machine. The resulting book would be a "Survivalist's Scrapbook", a book that behaves much like the Cookbook. The game will still record all of your discoveries as you make them and place them in the Scrapbook, providing notifications based on settings. Notifications can be toggled either within advanced options or inside of the book itself; "Off" To have them never appear at all, "Cataloger" to have them only appear when a book is in your inventory, or "Always" to have them always appear. Default is always. You'll receive the notification that the Scrapbook's been updated when it updates and the settings allow it, but instead of being able to click on it, it simply tells you that it's been updated when hovered over, automatically disappearing a few seconds after it's appeared. Once you use the Survivalist's Scrapbook, you'd open it up much like a cookbook and the Scrapbook catalog would appear, updating you on every recent discovery. There should be a way to view all "recent" entries somewhere separated from the rest of all entries, a way to view every new entry to the catalog since the last time you've opened the book. Not every entry that hasn't been clicked on yet, but entries that's been updated since the last time you've opened the book. There should also be a "Mark all as seen" button with a "yes and no" prompt that simply clears all new entry notifications. Saves people needing to click on every single entry seeing there's, hundreds. Especially people who have seen as good as everything already. I think I heard something about Scrapbook Pages? Having the Scrapbook be an item could be a fun synergy with these pages, being able to slot them into the Scrapbook or something. I think these changes allow the Scrapbook to be more freeform, if people care about it, they can opt into engaging with filling it out as well as being informed by it in return. If people don't care, they can basically avoid it entirely, not even needing to craft it or have notifications appear. It would probably be annoying sacrificing an item slot just for this book which I see is very fair, sometimes one item slot is important. I believe changing priorities would be the way around this, if you can't afford to lose many item slots such as early game gathering, perhaps being able to view Scrapbook entries is the least of your problems. Scrapbook wielding feels more appropriate once you've already settled down a base and can allocate items to there, now being able to comfortably document things. Learning to survive before learning to thrive. Next would be the new item sounds. It's a change I'm already seeing mixed opinions of, the concept is nifty but I'm sure people will miss the old pickup sound playing for all items. While people may appreciate the new sounds design wise, others may also be afraid of change. Maybe add a new option within the Advanced tab to toggle between "Refined" and "Classic" sounds, default is Refined. This will let people be able to change based on preference which is what options should be doing, especially being client sided, it's more personalization. If this isn't added, most likely a workshop would be made of it instead, so it may as well be an official addition seeing it changes something extremely commonplace within the game. And lastly, the new boulders that come down during earthquakes with active rifts. They're obviously highly unfair to people who set up bases in caves or care about how the map looks, mostly because boulders don't go away until mined and, they will only increase in numbers as time continues unless dealt with every single time, something that they would have to deal with forever. The only way to disable them is with world settings, which implies that you have zero power over it in-game. It feels very one-sided unless you simply don't care and see it as renewable rocks that you can mine, and/or new obstacles to avoid as earthquakes are simply more dangerous. One idea I have is something like the "Lightning Rod" but for the caves. Some sort of structure that you can place down which will cover a huge radius. Within this radius, earthquake boulders cannot drop down inside of it. Earthquakes will still cause rocks to drop from above however, perhaps the structure could reduce how many fall? That would be use outside of defending against boulders. Antlion will still be able to attack and ignore the defense of the structure, as it is a focused attack and not something the structure alone can prevent, letting her still be a threat. I wouldn't think that the structure would be a giant beam or a pillar but, maybe some sort of stabilizer machine which doesn't require too much logic to it, simply because it'd fit right at home with the rest of fictional logic-less structures. Just like Lightning Rods defending your base from lightning strikes and subsequent destruction, this almost feels like the same thing. Except boulders immediately destroy a structure whereas lightning ignites it, which can be extinguished if dealt with accordingly through a few methods. Another idea is having these boulders not become permanent, or at-least most of them. Having majority of them immediately destroy on impact with the ground, while rarely becoming a regular boulder. The ramping up of boulder count would be much slower and less overwhelming then. They'll still be a challenge to avoid as you'll still see the bigger shadows and being hit by one is more devastating, but they also won't clutter the world if unmanaged, or at least as much with the changes. I understand the difficulty increase for the caves due to the rifts but, you should be able to do something about it for people who need to do something about it, mostly defending bases or areas from destruction. The rest of the caves would still be dangerous, making your base a bit more of a Haven as bases usually are. TL;DR Change the Charlie encounter to be a secret that you can miss, a more special encounter seeing who Charlie is and her role in this story. The Scrapbook's updating notifications should be temporary as well as toggleable, and/or the Scrapbook should work nearly identically to the Cookbook and Gardeneer Hat, having it's own item like the Cookbook. Provide an advanced option to toggle between item pickup sounds. Create a lightning rod for caves that defend against boulders, but not against earthquakes or Antlion entirely... And perhaps a boulder nerf could be having a high percentage of them destroying on impact.
  4. right now the update is actually pretty good in my eyes, just some bad things to iron out (like earthquakes dropping boulders, why?) so i had an idea to make the caves generally a little harder in the endgame, why not upgrade the worm waves to make them more threatening, while giving better rewards for killing the new threats? my idea is that there'd be more types of worms in waves, that'd each try to kill the player differently (kinda like the wacky creatures from the rifts), like an acid-spitting depth worm that is more ranged than melee, a shadowy teleporting depth worm that tries to flank you or some other type of worm. and of course killing them would give you materials that would aid you to progress further in the end-er-game
  5. Okay, to cut to the point, one of the main problems I have with the planar damage/defense issue if that there's no way to gain equipment that can deal with it before hand. While we do have things like the Dreadstone armor that does slightly help with how planar damage can screw you over, I think there could be a bit more equipment so that the transition between equipment types is a bit more manageable. Part of the idea behind the system, in my mind, is the Klei wants a system like how the Fuelweaver and Celestial Champions get easier after defeating them by using their drops against them. While that system does have it's merits, what seems to be missing is that unlike with those drops, there's no way to counter planar damage/defense before getting those drops, thus forcing you to just deal with it which isn't that fun. While I like the idea behind planar damage/defense as it allows the new end game content to exist without crapping all over previous balance, I think it needs to have a much easier time transitioning between the two. So how do I propose we "fix" this issue, well there's two ways I thought could work: A) Make all base enemies to get the planar damage/defense have low amounts of each so that it's negligible. This would work, but I feel that at that point that'd invalidate the mechanic until we got a boss that has planar damage/defense and also doesn't seem to "fix" the problem I'm discussing and instead just sort of kicking it down the road for someone else to deal with later. B) Give some existing end game weapons planar damage conversion. This idea is the one I want to discuss as I think it could be the easiest way to bridge the gap along with giving some way to prepare for the mechanic before hand. The two equipments I had in mind are the Thuleicite Club and the Glass Cutter, both weapons that have been largely ignored by the community because of the Dark Sword beyond a few cases like min maxxing tentacle spawns with Wendy or Wes, or preserving weapons against Fuelweaver. Due to their convince, Dark Swords just became the bog standard for many people, so why add some planar damage to the both of these to "spice" them up? A theoretical concept would be to make the club deal 52 normal damage while dealing 16 planar damage, allowing it both to at least be on par with Dark Sword damage that most characters would benefit from, while also providing a decent amount of planar damage to allow it at least get you the initial materials so that you can start making the weapons that do the big boy planar damage numbers. The glass cutter is an interesting case because I feel that due to it's fragility to make, most planar equipment would out damage it, so my idea is to perhaps make it deal almost entirely planar damage, like 10 normal damage and 58 planar damage, allowing for an equip that would deal the objectively most damage to planar damage to mobs with planar defense but would be pretty fragile. While a few more arguments could be made for some other weapons or armors, I feel that making these weapons have some planar damage could make them feel a bit more unique and make the transition from pre-Fuelweaver/Celestial Champion to post more easy as you won't be slogging through the first kill to gain the required materials to start doing actual damage to them.
  6. I don't mind acid rain as a mechanic, however I would like to see more ways to approach this threat. I think it is great opportunity to return to some previously unused items, funcaps for example. Giving funcaps some decent acid rain protection would solve two problems at a time, adding some reasonable loot to the toadstool and decent option in the head slot for the acid rain protection, because using umbralla in the hand slot feels really bad. Thematically it would make a lot of sense, because toadstool and funcaps are connected to the theme of rot and decay (like acid rain does) so gaining the acid rain protection for defeating toadstool seems reasonable to me. I would also love to see all equipment with wetness protection lose its durability slower than now, because at the moment acid rain absolutely melts everything that is not new umbralla.
  7. that's my suggestion for now. pretty simple no one uses that button anyway, so actually give it a use, y'know?
  8. AKA the QOL wish list from ecological detail fanatic. Over the years of DST updates, both game code and gameplay logic have become more complex, and no one has a clear picture of the entire game world. As a result, whenever developers add something new to an update, they tend to inadvertently break something and create new problems. Not only technical bugs, but also gameplay bugs, many of which have survived in the game to this day. I've collected a few examples here that I hope will get noticed and fixed. (As a fan of sandbox games, I believe that games with sandbox elements like DST should provide a more consistent world where players can use the lessons learned on one individual to interact with the same and similar individuals throughout the world.) Any comments are welcome, as well as more forgotten details as you know. Here we go: New Wagstaff npc vs Old Wagstaff npc in moonstorm Cutless vs Merm's Freshwater fish New Farm vs Forager Mobs Ocean Trawler vs Fish Scale-O-Matic Foodtype "Goodies" vs Bearger Planar Entity Protection FX vs Armor Deployable Structure Kit vs "Plant" Houndius Shootius Pirate Monkey's Map vs Player's Map and Message in a Bottle Ruins Turf vs Ruins Replica Relic Sentimental Adornment
  9. Many people included me has thought how Charlie's npc sprite looked out of placed compared to characters or even the background (That is always the same because she appear in only one place). Initially I thought that the reason of this feeling came from the eyes, since no character in Don't Starve had complete human eyes with sclera and pupil together, they were either dots or void circles. Therefore having a character where you couldn't tell where she was looking at could be weird. But then I noticed that the way the dress and hair were drawn and coloured reflecting 1:1 on how she recently looks on shorts, and the thing is: The character designs in Shorts DO NOT and SHOULD NOT be in-game sprites. There's significant pitch in difference that anybody can notice when watching a recent Don't Starve animated short and just playing the game. There's nothing bad into not replicating the style perfectly in a rigid way because afterall those are promo material and animation IS A LOT OF WORK, but when it interferes with the things in game well... not cool! So my suggestion is to make the dress and hair have sketchy lines like the Maxwell's throne and also we have proof of how good that looks with her first appearence in the first A New Reign trailer! And also don't have such thick pupils but leave some space inside! Here's a comparison on current Charlie in-game and an edit I made.
  10. Relic chairs can be sat on, let us put food on the tables.
  11. I use lamp and Sun Bugs when growing Bristle Blossom, Prickly Fruit. After about 100 cycles, it exceeds 30 degrees. I use ice thempshift and lower its degree every 100 cycles, but; A nice electric fan (-1K DTU) that turns the game right and left, and the image will be really beautiful. (Do not recommend the mod if there is one, I want it to be added to the game)
  12. Part 1: Dear Klei entertainment ever sense the webber rework came out I’ve noticed that one thing is missing and that thing is a small but noticeable sanity drain when befriended spiders die it doesn’t even need to increase by the spider like being in range of befriended spiders dying drains not spider by spider and if that’s to much sanity loss then preferred he can gain sanity from decorated dens and you send yourself that the point of the reworks are to make the characters more like themselves so please make this change it would make a world of difference I love your game and this community and thank you If you like or dislike my ideas please leave a response feel free to tell me your opinion Part 2: p.s. Also although not as important to me it would be nice if characters pacific companions and the companion’s home you know companions like Woby,Webber’s spiders ,Wickerbottom’s grumble bees, Wurt’s merms, Lucy,Burnie,Maxwells shadow clones and the bio scandalizer or Jimmy I think people are calling it, tools ,transformations(Woody and Wilba if she gets added) some ghosts , idol animations(Webber’s spun web should probably match his beard),a triumphant skin for beefalo and structures /aesthetics( such as base stuff or something random like shadow flames that come from a triumphant Willow’s lighter kinda like the dung bell bolder skin from the Wolfgang rework)had skins like there respective characters(also to be clear I realize some of these ideas may be a little critiquing but I’m just throwing stuff out there to see what sticks honestly I’d be happy with the skin fixes and companion/tool skins but still the other skins would make a lot more sense) maybe not all companions but the one essential to the character obviously not all skins Expectably sense theres a warrior spider skin for webber which would be confusing but at the very less triumphant skins for webber’s spiders I’m thinking through the den decorating kit skin and for Wurt’s merms I’m thinking through merm hut and DIY royalty kit or warrior merm hut and if you plan to give some characters a second rework like The Wes rework I got some ideas like cutters(name open for change) made from 2 razors and some webs ,spreading ground webs by placing 2 webs (or more if you see fit) on the ground like turf,Queen decorating sets, upon feeding spider queens meat Webber gets spider eggs/webs and possibly even sleeping nurse spiders like merm/pig king gifts and rewards , faster farming,volt goat milking, like bush hat or snurdal shells and is made like spider eggs but instead of spider glands it’s built with a den decorating set or instead of the the spider egg idea its made with a empty den dropped by spider queen spawning+ something else(maybe dencorating set+ someing else) called webbers den or queen less den and if there are befriended spiders or a new character pacific permanently bedazzled variant of normal,warrior and nurse spiders possibly even baby spiders not being used will return to webber like a den, a chance for that weird electic stuff the fused webber together to turn a hit in to a electric attack etc. if you don’t like the second part pay it no mind I don’t want it to undermind the first part this is a comment I left on a YouTube video in which I think is a good way to implement my original suggestions in to the new skill tree system I think not as a skill tree mechanic but as a down side Webber should lose sanity when spiders die in a certain vicinity of him at the very least befriended and plus if that makes the game to unplayable then they can make him gain sanity around decorated dens like how regular characters lose sanity around normal dens , grain sanity around alive befriended spiders like how regular characters lose around normal spiders, or both Possible way to get new exp is befriending all a 8 different type of spiders and maybe decorating a den for the first time and sense that’s only 9 maybe something farming related for the other 6 after unlocking all the different types of switcher doodles you unlock the ability to befriend queens but sense having them as a faction is unrealistically overpowered I’m thinking a merm/pig king or beefalo sort of thing and maybe the the beard thing but instead of food it’s spiders but I feel they can do better then parodying Wilson and the purple stuff surrounding the spider in the Webber animation I think might be pure horror ether for the machine or the spider himself so they could do something with that other then that they could embrace his farm past a have something to do with farming I just thought of another idea for webbers potential skill tree what if they re use the baby spiders from the forge and it is the silk beard equivalent of Wilson’s beard inventory where they full up the beard inventory and they would have the same mechanics as in the forge but instead of going to sleep when Webber dies they each could only be outside the beard for so long after that they return to the beard and nap and they’ll need to charge back up before using them again so you decide if,when,and how many you takeout at a time and if you die or shave they just go back in to the beard pocket dimension Also depending on what beard skin you have on will determine what they look like they would look like tiny versions of what spiders from a den that has a queen that looks like that beards respective Webber skin and if they don’t just appear once you to grow your beard you would just apply a spider eggs item to your beard and maybe by applying a den decorating set to your beard there will be a portable range that all spiders with in it will be come bedazzled spiders this would be useful for when you and your none webber friends are traveling though an area that is densely packed with spiders dens and if that to op maybe a smaller range the normal decorated dens and maybe give Webber the ability to wrap his beard around himself to make a Pseudo spider den Obviously lease restoration then normal/decorated dens it’s not really meant to be frequent thing just something to give that edge every once and a while I was just thinking what if for the alinement each side has there own bars and if to bars is powerful then make each half as strong
  13. Please allow us to swap the button functions of A and B. On other consoles/PC the default controller layout is the bottom face button is the one used to pick up items( X for PlayStation or A for Xbox), the face button on the right is used for actions like hammering, teleporting, mounting beefalo, etc. (this would be O on PlayStation, and B on Xbox) On the switch version this layout is flipped. The face button on bottom is to hammer, teleport, mount beef etc and the button on the right is the one used for picking up items. this makes it unnecessarily difficult to swap between the controls of DST on consoles like ps5 and the controls of the switch version for absolutely no reason. I ask to at least allow us to swap the controls of A and B so that the controller layout follows suit with other console versions. Obviously it would be even better to have complete control over button layout but I think this a fair compromise for the moment and would be a small step in the direction at least. Thanks for reading.
  14. suggest a new game interaction: telelocator staff can teleport away trinkets force it to break the bond. thus remove and break the curse. telelocator staff can interact with item in the inventory, and could send item(packs?) to the telefocus. yeah i suppost it could be useful as this is one of lest used item.
  15. I mean, its just a Red gem flipped, no problem with that, but if you take into consideration the way all gems work, it makes no sense. all gems have sides as counting from zero to 8 sides, but one kind of sided gem is missing. 1 and 2 cant exist so... So the petition is to change the shape of the green gem to a Heptagon! Like this: Heres a much better portraited gem from Kur0u's post (tried to quote, but it didn't let me '-') "You can still achieve the result you want with a more simplified design though:" After years of playing seems like a foolish observation, but idk, seems reasonable and logical. Aesthetically only.
  16. Loot being grass and twigs. I know this is a minor thing, but it just makes sense.
  17. Brightshade bomb is one of the most expensive items. Its cost cannot justify its ordinary effects. Especially now that regular weapons are buffed against planar defense, the bomb seems even less significant. - This change still maintain the significant requirement of farming brightshade husk and pure brilliance in fight lunar content, but also give the bomb a meaningful use. - 10 sec is not long. It can only squeeze in 20 dark sword swings (540 extra damage for willow, or 1360 damage for wolfgang) per bomb. However, the number can still be tuned. - Bomb's total buffed damage per brightshade husk will be still quite inefficient compared to brightshade sword. But at least, the bomb is more useful.
  18. The portals as implemented negatively affect the megabase experience. The key issue is that there's no way to influence where the portal spawns, and the turf destroys nonrenewable resources. This mechanic as implemented is great for survival modes, but it really sucks for megabase players. It seems like both camps of players could be satisfied by introducing a "lunar energy focus" or something to that effect which would control where the portal spawns. Even if it's expensive and needs to be a regular chore like deerclops, at least this way the players would have agency to not have their hard work destroyed. Ingredients could include crown shards, materials from the portals, whatever. Let it be destroyed when the portal spawns. Just please give us some agency here. Not really looking forward to playing this patch otherwise.
  19. This is really funny. Can we get a mechanism to make rift turf (and other artificial turf if the builders want to) cover the road? Or make the rift not spawn near the road? Serious, these roads have been around since the very early days of the game, but they have yet to get much attention. As the game updated, it seemed out of place in the world, with no feature attached to it, no more kinds of roads or else like stuff. Even forgotten in the lore. I think it needs some variation to relate to more of what's happening in games today, such as giving players the ability to create and destroy them, adding them to new biomes, etc.
  20. so, planar damage and defense are in a pretty weird spot right now, since the damage only works for the new content and vice versa, so why not make a way to retrofit items into the new content updates? just make the brightsmithy an actual smithy, with you being able to upgrade tools and such with pure brilliance and/or pure horror, to make them either be more durable and efficient or do planar damage, or something like that, cuz right now the brightsmithy isn't all that appealing to craft.
  21. Recently, Klei made it so you can craft items from the celestial forge on the go with you after you have prototyped them once. Personally, I would really like to see this for items on the celestial tab, since a lot of them would be much better to use if you could craft them anywhere with the required materials. To keep it from being too powerful, I would suggest this an only happen at an “empowered” orb, or the celestial orb you get after the champion is defeated that has all the recipes from the altars. It would be a neat way to keep the crafts station bound early to midgame, but give them significantly more usability endgame without having to take the orb around with you constantly (and not even able to in the caves). (Side note, it would be neat to see this with some of the ancient crafts, but I do not know how it would be implemented since there is no real equivalent from the fuelweaver).
  22. currently as the beta stands, it's clear the devs might take their time with this one, so i wanted to suggest some ideas while the beta's still fresh. right now the brightshade gear is just glorified (and honestly weaker) thulecite stuff, so to make them truly endgame you gotta make sure they're worthwhile to make, like 80% of thulecite gear. for the sword, i'd say to bump up the normal damage to 54 (so around 74 damage with planar damage) and give it an AOE effect, with a slower swing animation to compensate a little for the damage. i know by late game hordes and stuff is child's play, but if you're just doing random stuff away from hound defenses, AOE might help with surprise hound/worm waves. for the armor, i have a VERY original idea (real). just let us decide between set bonuses, i.e: if we want enlightenment instead of sanity (chest + enlightened crown) or brightshade echoes (chest + helmet). brightshade echoes are like repeated delayed attacks that deal 33% our damage, so it'd be an alternative to the crown. since the armor would be very good, i'd say to keep the crafting cost and actually, REDUCE the durability a little bit to compensate for the power it holds. of course it'll still keep the shadow damage bonus. just increase the staff's damage to 17 and make it refuelable. i saw a suggestion to make the huskaxe a hammer/pick hybrid, so i'd say just to do that and give an AOE effect that destroys stuff around 1 to 1.5 bushes away from you. i know by that by normal standards, my ideas are completely broken, but c'mon, it's endgame stuff, by that point you have to defeat crab king, which honestly is a bigger feat than defeating celestial champion in my opinion
  23. I am not a native speaker, so I apologize in advance for the mistakes in the text. After playing the beta, I noticed how negatively rifts affect the constant. After these faults, the excavated seedlings of grass branches and destroyed structures remain. And if you consider that there is a lot of garbage left in the world for 100+ days, then you do not want to aggravate this situation. In order to prevent this, I suggest giving players the opportunity to create faults themselves every 10-15 days after the destruction of the previous one. I understand that this is a last game in which these faults will bring valuable loot, so I would like to hear your suggestions about crafting a device for creating faults and thoughts on this. Thank you in advance
  24. I've finally had the chance to play the new beta in my current long-standing world. I'm basing my feedback on this AND how it's currently implemented, not how it might be in a future content update b/c I am tired of banking on future updates to make a current update good. I did that for 3-4 years, I'm tired of constantly waiting. Rifts (In the Short-Run) The rift first spawns 5 days after killing CC and then takes I want to say about another 5 days before it is a global icon, which is where the first Rift Crystals form. Then you spend about another 10 days (?) farming the Rift for its loot. IMO, this is far too long for the first encounter. Farming the new Pure Brilliance is straightforward, just use a Weather Pain and you'll never have to deal with the Grazers lmao. I did get about 30 Pure Brilliance in profit by the end of the rift, but I do not know if this enough b/c I did not get enough husks to craft the new materials, which I'll get into later. SUGGESTIONS: Speed up when the first rift spawns. Waiting 10 days after killing CC is too long since at that point, I was just figuring out ways to kill time, which was not fun. When the portal first spawns, that should be when the player gets the message + icon of the rift. That way I can at least prepare the area to farm the Deadly Brightshades. Allow the player to speed up the rift forming process somehow. Babysitting the rift while wait for the new Rift Crystals to spawn isn't fun. The last Rift Crystals that spawn before the Rift closes needs to be fixed. Unless you Weather Pained them, the Rift immediately closes and destroys the crystals it just spawned, making that last spawn moot. Deadly BrightShade + New Gear IMO, the Deadly Brightshade are reasonable to deal with IF they are spaced apart from each other. I could handle having one plant root attack me while I tried killing one stunned Brightshade, but it's definitely faster when it's a one on one and especially when they are not on top of each other. Short clip here: The biggest problem is actually getting enough of the new husk material. The player is heavily incentivized to craft the new Brightsword for both speed and your IRL sanity, which nets you about about 6 Husks. Problem is that you then need 3 Husks to make a new one so you can continue to reasonably fight the Brightshades, making it so you barely turn a profit. I did not need nor did I have enough materials to craft the new armor, so I can't say if its any good. Unfortunately, Green Gems are your best friend for this update as it currently stands. SUGGESTION: Deadly Brightshades should drop 2.5 Husks rather than the one (honestly, maybe even more since again, I did not enough to even craft the new gear outside of the sword). Rift (In the Long-Run) For this part, I will be straightforward and say this is an educated guess b/c I need to play for several more hours to get a more solid opinion, which is going to take time (time I'm short on). My educated guess is based on the encounter with the rift in my world. B/c the rifts will keep spawning in the world, your world will eventually be littered with the new plants alongside a bunch of stuff on the ground b/c of terraforming and uprooting stuff in the world (this includes mushrooms + glommer's statues btw). I can forsee this being a massive nuisance where it is no a survival based challenge but instead a chore you do if you want to keep your world clean. I say that something needs to be done about this because there is no way to disable rifts via gameplay, ONLY via a world setting. At least with the moon storms, you can choose to keep them active or not via gameplay, but with the rifts, if you kill Celestial Champion, you will forever be forced to deal with the rift.
  25. I thought this would be a neat interaction between a special Fuelweaver drop and an event that happens after Celestial Champion, and gives the Thurible more use than making Reanimated Skeletons follow the player and preventing FW's bone cage attack.
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