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I posted some ideas in 1st Wolfgang beta, but I would like to bring them - with some changes after rethinking - to the 2nd one as well in case they were buried. The goal is to give Wolfgang possibility to fight bosses differently than Wilson, as well as to open path to some team interaction. 1. Wolfgang in mighty form could be able to push bosses away from him (at the edge of melee range) with swings of weapon and knockback small mobs in certain conditions. Conditions might consist of: attacking in melee with dumbells, being close to full hunger (<25 hunger points away?) or consuming unique consumable, but I'd prefer #1 or #3. This would achieve following things: - Certain boss fights Wolfgang could complete in unique way (not just be Wilson with 2x damage), namely: push Celestial Champion away from its crystals at the cost of risk falling asleep in the process (since Wolf would need to go behing CC, likely in range of multiple crystals), push Fuelweaver away from wooven shadows at the cost of dps decrease and/or time wasted instead of clearing shadow hands, push enraged Dragonfly far enough to not take fire damage over time (she would still be able to deal 5 point of flat damage per swing so scalemail won't be useless in this fight, plus its challenge fight anyway that is rarely seen to be done), push giants with huge insanity aura to lessen drain (one can already step away a bit to achieve this, but it will be useful to protect sanity of less skilled teammates), knockback Klaus's gem deers so they won't be able to attack for a while (with a risk of killing them and wasting attack instead of attacking Klaus himself). On the other hand, player would have an option to not use the feature (to benefit from Bee Queen Crown, for example) by not fullfilling stated condition. - There will be strong reason to want Wolfgang in the team, since 2x damage quickly decreases in value with increase of number of players. It would be something similar to Wendy's AoE support or Wormwood's living logs and hunger/health/sanity points production via farming in terms of support. Currently there is increased speed cap of boats and that's it. 2. Wolfgang could be able to intercept hits directed to teammates in case he is between them and hitting entity in all forms. This comes at a cost of receiving hits by Wolfgang himself with all consequences (armor and health decrease, stun/stunlock), but is very thematic according to his animated short (he tried to help everyone in any form out of altruism), and mechanically would lead to unique synergy with Wanda/Walter/Webber's spiders/Wendy's Abigail and be additional reason to pick him in relatively large group (>2 players) regardless of team composition. For AoE attacks Wolfgang could receive only "his" damage and create cliff area behind him where allies would be safe (as opposed to be hit the more times the more allies would be in the area behind him). 3. Speed. I read that developers were adamant about not adding speed boost back in any shape or form, but I'd like to briefly revisit the reasons. It was thought to be universally too strong (even for farming, which it was not actually due to 3x hunger drain and large part of time being spent on animations that weren't sped up at all, even extra animations were present for consuming food), as well too strong specifically for moving faster and certain fights, however, it was neglected how much time Wolfgang needed to spend on eating animations and getting extra low-hunger restoring food, by how much he was outclassed by beefalos (available for everyone very early and basically mandatory for assembling shadow pieces and assembling/reassembling Celestial Champion anyway), as well as the fact that very rarely somebody rushes Fuelweaver before winter or even before 1st cane, same for Twins and Bee Queen without panflutes. But with speed removal certain fights in certain conditions became impossible to do, in other words, "The (not)Great Wilsonization" event is what happened. I also get that up to 1.25x speed in exchange for carrots/juicy berries seemed to be too low-effort, and now with default hunger drain it would be even cheaper, therefore I suggest following tweak. Tie speed boost to low sanity, as well as make window where speed is present and shadows are not aggressive very tight. For example, <40% of sanity. There will be only 50 sanity points - with increased drain applied to them - withing which speed would be present and shadows wouldn't be aggressive/Fuelweaver won't start mind control attack. Considering that a lot of speed applications where it helped to cross kiting treshold included self-imposed challenge and/or boss with huge insanity aura, I think it would be fair trade. This would achieve the following: - Certain boss fights in certain conditions (rushes) would become possible again, which would add to unique playstyle of Wolfgang, but at the same time player would need to come up with strategy and tactic on how to keep sanity level at certain level, especially withing huge insanity aura (no more, no less, since crossing border of such window will lead to either additional enemies/attacks from boss, or to extra damage taken due to speed loss). - Some items would become very interesting to use for Wolfgang, such as bone helm and Bee Queen crown, which is improvement from before reworks. But as a tradeoff there comes danger of breaking them or risk increase due to attacking shadow on accident in case of bone helm. - It would imporove Wolfgang's kit as a whole due to synergy with other his features. Specifically, it would make not getting beefalo much more viable alternative to Wolfgang and make his "not affected by piggyback penalty when mighty" and "not affected by speed decrease while moving statues" perks not wasted: beefalos still outclass characters on foot by far and remain uncontested meta unless character has extra speed boost (aside from cane and road), so Wolfgang player will likely have tamed beefalo for speed anyway these days (+ statue carrying, + speed penalty of piggyback surpassing along the way). And there is also Wanda who after 1st-2nd winter can waste 0 time by teleporting straight to atrium or whatever part of the world, same for Wormwood obtaining speed boost and wasting less time than other characters on foot, but even earlier, therefore I think having a few other characters who can skip beefalo taming (and as a result remain to feel unique rather than becoming generic beefalo character) is ok.
Hello Everyone, my name is Mahmoud, and I'm currently working on Game Design for a mod for DST. before I tell you what I have in mind let me introduce myself. I'm 22 years old and have studied Game Design and Game Art & 3D Animation. During my Studies, I've learned a lot about Games and the Game Industry. I have participated in a few game Jams and I'm currently Pitching a TCG on my own. Let's get to the more important matter. The Mod. DST is one of my favorites Games, regardless if played alone or with friends, Items and more. but i believe there is more that can be done. one of the greatest and most interesting Mods out there in my personal view is the, Multi-World DST which expands the Universe of DST and adds a lot of new Elements, this is What I have in mind too. I would love to collab with the Community of DST and create a Mod that the Community will enjoy to the fullest. What do I have in mind? As mentioned above I would love to create a mod that can come close to the Multi-World mod. Something that will add new Biomes, Items, Recipes and Challenges for the players. now, how do we achieve that? one easy way would be creating new content and throwing it into the game, but let's be honest, that would be boring now wouldn't it? Here is what I have in mind. One of the events that play an important role in DST are the seasons, but with all the new mods that doesn't seem to be much of a challenge anymore, so how about we create four new Biomes! Each biome represents one Season has only that season going on. to give you a better understanding of my thoughts I'll go a little bit more into detail. The four big seasons! Let's give those four seasons a name first, shall we? Evergreen (The Spring Season): Evergreen is the Easiest of the four Biomes and offers a lot of vegetation. Just because it is the Easiest one it doesn't mean it provides no challenge for the player. Providing the players with a huge amount of fruits, vegetables, and Animals it also comes with huge dangers. one of those Enemies would be Treeguards, however, we are not talking about the normal ones that drop Living logs.those tree guards do not drain your insanity as quick and are more of common but stronger foes kinda like a beefalo. I could go deeper into details on what enemies the players could encounter but this is something I haven't set in stone yet. One thing I have decided tho is that each season has it's on Giant. The Giant for the Spring Season could be a Giant Treeguard that could throw giant pine cones that instantly grow to lvl 2 trees. or a Really Giant Pig-king that is the one and only ruler of all the others jumping and creating little earthquakes. the possibilities are endless and I'm sure you get the idea. Sunnyhill (The Summer Season): Sunnyhill is always summer, and much stronger than the usual summer! the Nights are even half as long as the normal summer ones. This is a really hot biome, No grass, dead trees but a lot of stones and fiery enemies. The Biom would have a lot of fire hounds, vultures, magma spots smaller version of the dragonfly giant and other enemies. the Biome would provide a lot of stone and minerals (copper, silver, etc.) Like the Kraken in Shipwrecked, I thought maybe there would be a Fire Kraken that is submerged in a magma pit and throws fireballs that create magma pits where they land and pierce the dry ground with its red-spikey tentacles. Stormboe (The Fall Season): Stormboe represents autumn, a lot of raccoons, Heavy winds, and tornados. New Animals such as Hedgehogs, Deers, and Owls! Stormboe would represent the hunting season as well. players would face heavy winds, move slower or even get pushed back by the wind. Thunderstrikes that will be deadly if you are not careful. now for autumn, there are a lot of Ideas for the Giants that will lurk there, maybe a Giant hedgehog that shackles his needles around you. An owl that creates mini tornados. Whitecliff (The Winter Season): Whitecliff is the last Biome. an Ice-Cold stormy snow biome. all animals that show up during winter are there, even polar bears, OX, and Wolves. this is by far the most challenging biome since it has no daylight. Only evening and night. maybe we even find some Evil snowmen. the player would face heavy colds, snow storms and lots of ice and snow. One of the Giants that could be found here might be a Giant Snowman. A King Penguin or a Yeti. How to get there? Well obviously this is something that can be discussed, what I had in mind was that the player would have to craft a Gate for each Biome. once crafted the player can use it and enter the Biome. there are two ways on how those gates would work that I had in mind. Option 1; Way of Seasons: Each gate can only be used when the representing season is active. for example, i can not enter the Stormboe unless the main world is currently in Autumn. Once entered the players day timer starts to turn backward. let's say autumn only lasts 30 days in the main world then the player has only 30 days in which he can move in-between the worlds. so the days would be a "countdown". does the player remain in the biome once 30 days have passed then a new countdown appears this one shows how long it takes before the Fall Season happens again in the main world. another way of Exit would be killing the Giant of the biome, Killing the Giant could drop an item lets say "Spirit of Fall" which allows the player to power the gate and exit. Option 2; The Giants: The player has the option to craft only 1 Gate and can travel only to Evergreen first. he has to kill the Giant get an item lets call it "Spring orb" and use that Item to open the next biome, etc. now again 2 options here; A: he can travel between opened locations as he pleases. B: he always requires an essence to travel to the next Biome meaning he always has to kill the Giant. This is what I have in mind, and this is where you come in place. if you feel like this something you would like to work on, to honor your skills, kill some free time, provide something for the community and yourself, or just like a challenge then I would be happy to work with you on this project. Feel free to comment, critic or add some ideas to this. Either PM me here or drop me a Steam friendship http://steamcommunity.com/profiles/76561198113044078/
(I didn't know where to put it , but sinse It was a suggestion , And it Involved Don't Starve , I Put it here , move if appropriate) Hey , I love don't starve but I also love Team fortress 2 , wouldn't it be cool if all people who preordered the game before release got some Exclusive Team Fortress 2 Weapons/Hats? Heres some ideas : TreeGuards Headcase (All Classes) Description : Save The Trees , For Science! Slot : Head LumberJacks Axe (All Classes Excluding Spy and Medic) Description : Destroy Those Trees , For Science! If any Developers are reading this , if you like the idea you could talk with Valve and see if that could be possible.