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Found 5 results

  1. I agree with this Too much randomly elaborate perk for characters that is all over the place. Single player OG mechanics much more simple and better to understand and more fun to work with I think. What @Cyberboy2000 say on this topic I agree 100%, is too much and really the new transformations not necessary. The beaver actually look like a werebeaver curse, the other two look more like basic pseudo anthropomorphic characters and it is too much. Or at least the goose is, moose look more like a full furry character. Klei has lots of unimplemented content and removed content before and I would like if this transformations just got removed because Woodie is, or was about getting that wood, nothing else. Maxwell is the reason he fall short on being main best wood collector. If both of them more like single player counter part, Woodie would be main guy to go for wood. Maxwell just too good. There is also the skeletons later game and bearger, but that is complete other topic. Really, just make Maxwell more of better at most things but not best at anything I think is good for his puppets. When Maxwell rework come around, make him like single player, but allow minions to also dig once when Maxwell digs and follow combat pattern of player somehow when in combat may be, and may be not die in 2 days still, but who knows what is better for balance here?
  2. So, as a Woodie Main, and seeing that Woodie will probably be in the May spot for a revamp, I wanted to get my 2 cents in. Keep in mind that these are all Quality of Life changes that I want, and not meant to change Gameplay. Werebeaver Skins Lets be honest here, Woodie's skins, save for the Survivor and maybe the Gladiator, suck. Instead of re-doing them which would be weird, you can compromise and make each skin have a corresponding Werebeaver skin. The Triumphant would have a more menacing Werebeaver, the Survivor will have one with ruffled fur, etc etc. Werebeaver Sounds Right now, the Werebeaver sounds like Woodie when he gets hit and when he dies. It would be nice to have the sound instead be a different sounding instrument that represents the Werebeaver, or have a similar instrument with a different tune. (Edit: For those that are interested, the Werebeaver's sound effects are just Woodie with a muffled filter.) (https://dontstarve.fandom.com/wiki/File:Werebeaver_Hurt_Voice.ogg) Lucy Skins If Wigfrid can have a skin for her battle helm and battle spear, why not Lucy? Of course, there's only so much you can change with a red axe, so maybe you can have a red version of the Gorge Axe as a Lucy skin, or maybe something along the lines of a Fire Axe. Dynamic Lucy Dialogue At the moment, Lucy's speech gets really repetitive. Maybe she can have multiple quotes for specific situations such as: -Woodie being at low health -Woodie being at low sanity -Woodie being low on hunger -Woodie being low on all three stats -Hounds are coming (only if being held) -Woodie being attacked (ie Lucy being worried/scared for Woodie) -Location specific dialogue (such as PK, Oasis, etc.) I don't expect all of this, but these are just ideas that would make Lucy more dynamic (and could also flesh her out as a character) thoughts?
  3. So, Woodie. The character on everybody's minds. The arguably most interesting concept for a character. I myself am a Woodie main solely because of the Werebeaver mechanic. However, there are two types of Woodie mains in this world: Woodie Mains that will tell you that Woodie is bad, and liars. Here are Woodie's faults that needs tweaking, in my eyes: He is overshadowed by Maxwell (albeit remedied by Warly in the most recent update) Werebeaver form has too many downsides and risks to warrant intended use. Werebeaver form can't do what it's sole purpose is to do (chop trees) without risking turning back into Woodie. Woodie isn't the best wood-collector in the game, when he very well should be; It's his namesake, after all. Here are some of the community's ideas on what's wrong with Woodie: Werebeaver isn't that fun, and has no "oomph" to it. (credit: @YouKnowWho) The concept of a cursed being conflicts with his upside of wood-gatherer. (credit: @Brago-sama) The Werebeaver's sanity drain is way too much. (credit: @trinket_4) He can't swim (credit: @Warbucks) Lucy's dialogue is bland. (credit: Several people.) Has to waste time digging up stumps compared to Maxwell. (credit: @WoodieMain45684 (name checks out)) So, gathering from all of these ideas, we can pinpoint Woodie's main, over-arking problem: The Werebeaver is not fun and is counter-intuitive. I have some ideas for how to fix them, but first, I have to bring up a few points. Let's look at Woodie's curse like it's Lycanthropy, aka the Werewolf curse. What are the common traits that Werewolves are mostly portrayed with? The werewolf form is generally uncontrollable, ie mostly acting based on animal instincts. Lycanthropes are left weakened, debilitated, and dazed after their transformation ends, along with experiencing amnesia. The werewolf form is generally highly resistant to injury. They are weak to silver, but this can be dismissed in Woodie's case. Now lets take these ideas, and take away the inherently wolf-like abilities, and swap them with beaver-like abilities. Beavers don't really need to attack things, so they aren't built for aggression. The teeth would still be dangerous because they're large and sharp. Beaver tails are large and broad, and make a distinct noise when slapping something (ie water). This is used as a distress signal in nature. Now, let's take these ideas and run with them. Using the points above, here are some ideas that I have compiled that should also solve many of the Werebeaver's inherent problems. These changes would change the Werebeaver to be suited as a massive tank, with greater proficency in wood-collecting. However, the drawback to this would be that it's combat capabilities are still somewhat lacking, and it now has penalties when transforming back into a human, giving a nod to it's singleplayer mechanics while still being somewhat unique. Now, we have a solid base for the new Werebeaver. However, some things are still missing, and we haven't even touched Woodie's human form, or Lucy. Lets add some more ideas to make this a complete rework. (ha see what I did there?) Woodie's other issue besides from the Werebeaver being flat-out bad is that it's counter-intuitive; The Werebeaver can't gnaw trees for a decent amount of time without the risk of transforming into a Weakened Woodie. In addition, Woodie himself can only chop around 4 big trees before he's at risk of becoming a Beaver. 4 trees. To boost this amount he has to eat logs, the very thing he's trying to mass-collect. So, lets bring in some ideas that get rid of these issues. With these changes to the Log meter, Woodie would be able to chop trees as both forms without worrying about accidentally transforming. The Werebeaver's Log meter would stay up for the most part as it's chopping down trees, and Woodie has Lucy warning him about reaching the Beaver threshold. Now, with both of these set of changes combined, we have a really good log-collecting machine that can take a good amount of hits, but cant quite dish out the same punishment. Along with the proposed mechanic of slapping it's tail against the ground to cause a trunk-uprooting shockwave, this would put Woodie, as a log-collector, far above Maxwell in terms of practical use. However, there are still a decent amount of changes that can be made, especially towards Lucy, along with QoL and very small changes. Now, here we have a full character rework. I truthfully believe this would put Woodie in a similar spot power-wise to the other new/reworked characters. To recap, here is a list of ALL of the proposed changes in one place. These should fix every single one of Woodie's problems, and put him at a tier where he is a respectable and valuable part of a team composition. The Log Meter's functionality has been changed, and is now more similar to how it works in singleplayer. In human form, the Log Meter starts at 0 and slowly goes back down at a rate of 10/minute. Woodie transforms into the Werebeaver when the meter is full. In the Werebeaver form, the Log meter initially drains at a rate of 40/minute, and gains an extra 5/minute for every minute that Woodie is in Werebeaver form. This effect caps at 80/minute, which is achieved after one day. When the Log meter is fully empty, the Werebeaver reverts into a weakened Woodie. Woodie can no longer eat logs and other wood-like objects in human form. In addition, the Sanity Meter is disabled during the Werebeaver transformation. The Werebeaver (and to an extent, Woodie himself) is now built to take a lot of punishment, but can't exactly give out as much. In addition, it has new tools to help with log-collecting. The Werebeaver has an innate damage resistance of 90%. The Werebeaver's gnaw does 34 damage, similar to a spear. When attacking treeguards, this damage is multiplied by two, raising it to 68, similar to a Dark Sword. The Werebeaver now has a right-click ability. When used, the Werebeaver raises it's tail, and then slams it down causing a shockwave, uprooting all nearby tree trunks. Standing trees and other objects are unaffected. Woodie now has 175 max HP. The animations that Woodie does when transforming to and reverting from a Werebeaver are changed to be longer and more dramatic, to give more "oomph." Woodie is left weakened after transforming back into human form. His Hunger and Sanity is set to 35. Health is unaffected. Woodie is slowed down for 10 seconds, similar to the effect of being targeted by a gestalt. In addition, Woodie's map will not be updated in Werebeaver form. Lucy has been given changes to make her more useful. Lucy now does the same damage as an axe. Lucy can now be thrown, similar to the Forge. She doesn't automatically return to Woodie's hand, however. Lucy now has more dialogue in general. The Werebeaver has been given a few QoL changes. Woodie's skins now have corresponding Werebeaver versions. Woodie can now use more emotes when in Werebeaver form. The Werebeaver can now swim in the Turn of Tides beta. If the Werebeaver reverts back into Woodie while in water, Woodie will drown. So, here it is. Of course, I don't expect Klei to follow this to a T, but these new mechanics have been designed to iron out every single one of Woodie's problems, while also making him fun and practical to play. So now, I ask you: Thoughts? edit: @-Variant here's your pity ping
  4. (tl;dr in the form of a changelog at the bottom.) So as we can see, soon Woodie will get his long awaited rework, but what should that rework entail? With warly's working buff seasoning, Woodie is in a better place than he was two chops but he still needs some changes of his own. As he is a lumberjack, through and through we should focus on his wood chopping ability. I think he should have other abilities that help the team more than just having a lot of wood, but his logging is first and foremost. #1) Wood Chopping To really help the team, and be the #1 wood gatherer, he needs something that is better then just speed, something better than chopping multiple trees at once or felling whole forests with giants. To really be the best, I believe Woodie needs to get more wood per tree than anyone, or anything else. If he could gain double the wood per tree, then it doesn't matter how fast other methods are, they will still not get as much wood as Woodie can for the same amount of trees. Of course Woodie should still be fast, no doubt about that, but if, say, logging methods A, B, and C, all get 100 logs with different speeds and costs, but method D (Woodie) get 200 logs, then speed isn't as big of a factor as it is for the others. With this buff, we can finally lay to rest the debate between Woodie and Maxwell, because no matter how many shadow clones max has, he will inevitably get less logs total then Woodie wood. #2) Bonus Stuff In addition, we could also give Woodie some sanity when felling trees. like a reverse form of Wormwood, with +15 sanity instead of -15 sanity Hmm, could probably keep his follower bonus, the pigs can help with chopping. And, uh, the sanity gained from planting trees can stay, don't see why not. And... uh... his beard still has insulation, so ... ...Uh ... ... Sigh There's no putting it off. If I am to do a post about Woodie, I have to talk about his other half. I will have to tackle, It. #3) The Curse Oh boy here we go. The Werebeaver is a, complicated topic. I will not lie to you dear reader, I do not believe I am qualified to talk about this topic, but I'll try my best. first off, lets get some common ground to ensure there is no miscommunication, as I'm sure few of you have actually played with the Werebeaver enough to actually understand it, me included. (Info under the cut, no one like a block of text, also almost entirely quoting the wiki here) Now those are the facts, and I will be using them for the rest of this post. So now that we know this, let's go down the list of problems No ability to self heal. Rapid sanity loss. Bad fighter. Can't interact with structures. Transforming is inevitable with the beaverness meter's passive drain. You drop valuable equipped items when you transform. Since the transformation starts at 25 beaverness, the meter is misleading. Inability to deal with temperature. In general, it's a high risk, low reward transformation.. All you really get from it, is mad chops. You can chop through trees hella fast, but with how frequent you will transform, that's not enough. If we were to categorize the things needed to fix the transformation into a few broad categories, they would be as follows: A way to heal yourself without needing outside assistance. A way to deal with temperature Can use some structures like gates or toggle things like flingomatics. Make the beaverness meter easier to understand A way to mitigate, or at least control the sanity loss Be good in combat. Keep dropped items safe during and after the transformation A way to avoid transformation without eating. But with this we also need to make sure we don't make it too strong, lest it become unbalanced, or even overpowered, it is a curse after all. So while we think of solutions, we need to keep in mind balance. A way to heal yourself without needing outside assistance. Simple one first, just have any gain to the beaverness meter also heal you by half that amount, should keep you alive. A way to deal with temperature. Since you can't make fires at all while transformed, seasons are a big issue. You can't heat up or cool down yourself as a Werebeaver without outside help or existing structures. So I believe doing what the form did originally is best, temperature immunity. While transformed you are immune to the effects of temperature, you cannot overheat or freeze, your temperature will still change, but you won't feel the effects of it until you change back. The change will cap to just before freezing and just before overheating, so you're temperature doesn't get too out of whack, but there is still consequences. Can use some structures like gates or toggle things like flingomatics. This is as simple as allowing the beaver to use them, as you may need to turn a flingo on to stop your base from burning down, or open and close a gate to make sure you don't lose any livestock. Make the beaverness meter easier to understand Bit odder but should be easy, just have the meter only transform you when you reach 0 beaverness, but you gain 25 beaverness when you transform, so you still have that buffer, but you also get to be Woodie longer, and you will actually know when you will transform with absolute certainty. A way to mitigate, or at least control the sanity loss I think the sanity loss should be tied into the percentage of the beaverness meter, so if the meter is low, then the drain is very fast, but if its high then its very low. You could see this as Woodie regaining control, so his brain takes less of a hit. Or something. Regaining beavernes would also heal your sanity by half the gained amount. Be good both offensively and defensively in combat. One idea is just a straight up buff. Damage should be increased to 51(68 against wood), so, tentacle spike level normally. Damage absorbed should be increased to 80%, like a log suit, simple. These combat buffs already make him far better at combat then ever before, and they are pretty early game, so it's not that unrealistic. Of course, as a Werebeaver, you will hit a lot faster than others, so you get some mad damage per second with it. This won't be anything spectacular later in the game, but it should allow you to hold your own when beavered up earlier in the game. Another, much better solution, is to have the damage and defence rise the lower you're beaverness meter is. This would allow you to get some mad damage and defence as the beaver, but only when you are close to starving as the beaver. This would also help with the risk vs reward thing, higher risk, better reward. At 90%+ beaverness your deal 17 damage (27.2 to wood) and block 25% of all incoming damage. At 10%- beaverness, you deal 68 damage (102 to wood) and block 90% of all incoming damage. This makes using the Werebeaver a more interesting experience, you could start chomping on trees to keep your sanity from getting too bad, or let yourself take the sanity hit and risk starvation for some mad damage. A nice risk vs reward. Keep dropped items safe during and after the transformation Could solve this with a simple bag that drops when you transform, the bag is fireproof and shows on the map, so you don't need to worry about losing anything. It only stores things that you drop as the Werebeaver upon transformation, dying as the Werebeaver still drops your items onto the floor as usual. This does not act like a bundling wrap, it's more of a backpack kind of pack, you cannot access its inventory like a chest, you can only open it like a wrap or klaus gift, so everything drops out when opened. A way to avoid transformation without eating. When you want to stay as Woodie, currently you are forced to eat wooden things in order to stave it off, this not only uses up valuable resources, but is also frustrating. I propose that instead of a passive drain of the meter, when you are Woodie the meter will actually passively regenerate, like how in single player don't starve you can avoid the transformation by not chopping for a while. If we do the same here, I think it should help give the player a lot more control and lets them keep the wood they have gathered instead of eating it. They can still eat it to fill the meter up way faster should they want to continue chopping, but it's no longer a requirement. And with this, I believe all the major issues have been covered. I do think that the Werebeaver shouldn't be able to use the inventory still, as it seems like a fair downside. I firmly believe that if these were implemented, then the Werebeaver, and by extension Woodie, would be far better in the game. For ease of reading, I will put everything I propose down below in the form of a dev-like changelog, so you can quote that for your rants on how im wrong instead of my 10,000 words above. Woodie's suggested rework changelog: Trees chopped by Woodie or The Werebeaver give double the log yield (small-2, medium-4, large-6) Trees felled give +15 sanity to the Woodie who chopped it. This does not work as the Werebeaver. The Werebeaver has been majorly reworked to be more viable and gives more reward for risky play. The beaverness meter only transforms you when it hits 0, when you transform you gain an initial +25 to the meter. When transformed, any gain to the beaverness meter also gives half the gain to health and sanity. (Example: +10 points to the meter also add +5 to health and sanity) When transformed, Woodie is immune to the effects of overheating and freezing, their temperature will still change, but will stop changing before it reaches these extremes. When transformed, your sanity will drain inversely proportional to the beaverness meter. (At 90 and above, sanity drains at 10 per minute, at 10 and below sanity drains at 90 per minute) When transformed, you can still toggle structures on and off, in addition to being able to open and close gates. When transformed, damage and armor is inversely proportional to the beaverness meter (90%+ beaverness: 17 damage (27.2 to wood) and 25% armor. At 10%- beaverness: 68 damage (102 to wood) and 90% armor.) When transformed, dropped items will be placed into a bag, the bag acts like a fireproof wrap but does not preserve the items inside, it cannot be picked up and when opened will spill out all items inside. Shows on the map. As Woodie, you regen the beaverness meter by 2 per minute instead of draining it by 2 per minute, it still drains by 1.875 per minute as the Werebeaver however. This is my wish list for the rework, I want to hear what you all think of this, mostly because I want this to be the best it can be and to do that I need your input. Please be nice.
  5. Just found. Some Russian guy made a funny movie in the style of silent movies. Apparently, he will continue to do it. Texts in their own language and in English. Which is good, otherwise I would have understood nothing from Poland I'll just leave this here. http://youtu.be/a9BmsPxaLjo