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Most PS4 mechanics for DST are broken...

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So I just bought Don't starve together and have noticed a few obscene bugs. First off your servers are obviously out of date and flat-out garbage. I was just playing with a friend and noticed that trying to kill ANYTHING is borderline impossible (including dumbass rabbits). We wanted to kill a clockwork horse for a nice little fridge and after one death of my friend and about 70 hits on the stupid horse it finally died. No way of dodging and attacking or anything that traditionally worked. I'd understand taking a few more hits to compensate for more than one player but this was obscene. We had to just surround it and bully it while taking hits. Half the time when you press the attack button NOTHING HAPPENS. Picking things up like flowers or carrots is unresponsive and laggy. And I know this isn't a problem on my end because my internet comfortably runs ANY game I've ever played. Including Battlefield which, in case you weren't aware, supports up to 64 players in a match with tanks, planes, guns and life-like visuals. Don't starve? NONE OF THOSE THINGS. I was playing a PRIVATE lobby with ONE other person and it was lag city. And I know this is a common problem since I've been looking it up online. This is straight up outrageous. How can you charge people money for a broken game? Your game is BROKEN. Fix it! People have spent money on your game and what they received is sub-par garbage. This isn't to say I don't like Don't starve. I've spent countless hours on the original and BOTH expansions. I convinced friends to buy Don't starve together who had never played the original and what they got was laughable. Now I look like an idiot, and more importantly, you do. Fix the game.  


The Varg hunteth

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Right now, vargs just sit there until you enter their aggro range.  They're not threatening unless triggered, and even if triggered by accident, they don't spell the inevitable death a ewecus does against a lone player, and even the ewecus moves around on his own.  If you aggro a varg by accident, simply run to the nearest wormhole, or to the beefalo, or any other mob capable of in-fighting it.  Shouldn't the king of wolves be a little bit more scary?

 

What I'm thinking is a varg that actually hunts players.  When he spawns, if unaggroed, he'll wander around, sniffing out where the player(s) hang out. [could code be added to find out where players spend their time?  If not, use structures, I guess] He'll eventually find your base, tiptoeing around tooth traps (unless aggroed,), and steal meat from your fridge, before sneaking off again.  He'll track down and attack lone players.  He may come to the campfire's edge at night, growling, and run off before dawn allows you to fight him.  He may attack a beefalo, and separate it from the herd like a human hunter would.  Maybe update his follower hound AI as well, so there's a bit more coordination between the 2, with the hounds trying to chase targets toward the Varg.

 

This would need quite a bit of code overhaul, to add truly wandering creatures to the world, rather than having all creatures sit perfectly still and do nothing when not rendered by a player.  I guess this could be done by making the game treat wandering creatures as players, when it comes to world updating.  By wandering creatures, I mean creatures that like to roam around randomly; Bearger, Kolafant, ewecus, and hopefully the Varg.

Archeopteryx

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Archeopteryx

The dinosaur-bird that roamed the tropical islands of prehistoric Europe

Fact: it behaves like a prime ape it stalk you, steal things that you drop and run when you come near but spawns more rearly, not in groups and from threes like snakes. It's neutral but when it bites, you have 15% to be poisoned from bacteria. the monkey ball dosent work.

Archeopteryx

Damage: 5

Health: 125

Atk period: 3

Atk range: 3

Running speed: 11

special move: it can fly a short distand (you can't attack in meele then) 15% poison

Drops: 50% Morsel or Red/Green Feather (new)

 

With the Green Feather you can make Poison dart instead of the Black Feather

Poison dart

Crafting: 1 Venom gland 1 Cut reeds 1 Green Feather 

archeopteryx1287496937.jpg

Klei Loyal Skins?

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I was bugging people about this all day but ok hear me out:

77119208243c7dc4974d1c0ce63e9598.png

56b0b6ceeb06db9d1b3dbd8e1803f111.png

a5625355f8594d5d49a33c5d4cd14e36.png

9b799a5db02f38c0c3909facdccfe252.png

I already bugged @PeterA about it but

I mean there is literally no downside. We get awesome skins and Klei gets more sales. Aaaand it's the First day of Halloween!

klei skins when

A VERY Important thing in game

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Hello, forum and everyone visiting it! 

I just remembered something really important in DST. I think, the game need an alternative of coffee in DSS - Tea.

Everyone will be happy to see it in game, right? Maybe the "The Great New Reign Charlie" will add it in the nearest future. 

That would be "great buff" with Top Hatlatest?cb=20160809084821, Walking Canelatest?cb=20130410051107, Dapper Westlatest?cb=20160309171526 for more dapperness and sanitylatest?cb=20130410165150or maybe darkness? o.o

What do you think about it? OvO 

Well, I would be very happy if developers will see this and actually add tea in the game.

Beefalo Accessories?

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Now, I love beefalo taming and have always been into it. The only thing though, is that there isn't much to it. I just think that beefalo taming isn't really worth putting everyday into in order to keep it tamed. So I was thinking about maybe some accessories to put on the beefalo...?

 

1: Some sort of backpack to put on the beefalo. Has a small amount of space and slows the beefalo down.

 

2: Tusks. Crafted with bone shards and allow beefalo to dig up multiple resources at a time. The beefalo will stick the tusks into the ground, digging up whatever resource you want.

 

3: Steel Horns. Crafted with bone shards, flint, and gold. Increases the damage of the beefalo's attack, but comes with a slight speed penalty.

 

4: Space Armor: Crafted with moon rocks, marble, and nitre. Simply increases defense of the beefalo. Comes with a speed penalty. There could be some weird ability since its called "space armor". Just an idea though.

 

Notes: All of these will obviously change the appearance of the beefalo depending on the accessory. Also, the beefalo would have to get to a certain taming point in order to equip these accessories.

 

These are just some ideas. Feel free to leave feedback and other ideas in the comments.

 

 

 

 

 

 

 

 

 

Blind Box Series 2 with DST codes?

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Characters:

Webber

Wigfrid

Walani

Warly

Wilbur

Woodlegs

Merm

Tallbird

Marble Rook, Knight & Bishop


Items:

1x [New] Loyal Skinned Backpack (either backpack or tool, not both)

1x [New] Loyal Skinned Tool (either backpack or tool, not both)

1x Random Tool or Backpack (No skin, just in the box.)

1x Random hand item (No skin, just in the box.)

Code card for respective backpack or skin tool (1 in each box.)

 

The 5 box layouts would have set layouts inside them.

 

Say one was 12 boxes. 4 Wilburs, 2 Woodlegs, 1 Merm, 3 Tallbirds and a Marble Rook and Knight.

The box layouts could be:

Wilbur with Loyal Backpack, Pickaxe and Manure

Wilbur with Loyal Tool, Thatchpack and Lantern

Wilbur with Loyal Tool, Krampus Pack and Meteor Staff

Wilbur with Loyal Backpack, Shovel and that-jellyfish-crossbow-from-Shipwrecked (cant think of the name atm)

Woodlegs with Loyal Backpack (Bootybag skin?), Shovel and Red Gem (holdable)

Woodlegs with Loyal Tool (Some kind of worn down treasure digging shovel?), Piggyback and Antivenom (holdable)

Merm with Loyal Backpack, Machete and Spear (counting as non-tool)

Tallbird with Loyal Tool, Backpack (Tallbirds need a place to hold their kids. It's hard with no arms. You wouldn't understand.) and Tallbird Egg (holdable)

Tallbird with Loyal Backpack, Golden Pitchfork (Honestly, this one is just for the meme.) and Tallbird Egg (holdable)

Tallbird with Loyal Backpack, Obsidian Machete and Tallbird Egg (holdable)

Marble Rook with Loyal Backpack (Rookpack?), Golden Pickaxe and Suspicious Marble (can be carried on character's back with posable arms.)

Marble Knight with Loyal Backpack (Knightpack?), Golden Axe and Suspicious Marble (can be carried on character's back with posable arms.)

 

Woo, that was hard to type out. Anyway, here's how the boxes work:

Repeats of characters in every one. Gotta make that sweet dollar. 

2 Gold Tools/Piggybacks (uncommon items) and 1 Obsidian Tool/Krampus Pack (rare items) in each box  (I'm aware my box example probably broke one of these rules, I'm tired.)

9 flint tools/normal backpacks in each box (I'm aware my box example probably broke one of these rules, I'm tired.)

 

16 possible Loyal Backpacks, and 16 possible Loyal Tools (Yes, the total number of boxes would be 60. There will be repeats, but they will be less likely than a unique item.

 

One last rule to the boxes:

Tallbirds come with Tallbird Eggs

Marble Chess Pieces come with Suspicious Marble

 

 

I think this would be very unique and prove incredibly popular with the way skins are blowing up. Perhaps they could even be Timeless tier.

 

 

A Couple Suggestions

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It's far too late or too early to be typing this, but let's try!

 

Have a way to mute, or limit, the lines of incoherent chatter from the Boof-Costumed Fool at the Trade-Inn screen. It gets old quickly.

 

Please, oh please, have a way to limit, control, tweak grass gekko spawns. I am surprised that there isn't a mod out there yet that doesn't do this. I've looked for days and haven't found anything.

 

Cheers!


Exposed (for proper modding) loot for tumbleweeds and graves

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Like some other things... the functions and tables related to tumbleweed loot and grave mounds loot are all defined as local, and therefore are inaccessible to the outside/mods. So there's no way to merely add/remove/change a loot item, mods must duplicate at least some of the existing code of the prefab's functions, including the whole existing loot list, to affect the loot, which isn't so good for compatibility and robustness, as that will has to be re-done every time that part of the game was updated (as just happened in the latest update) and the mod re-released, otherwise the official update will be overwritten or worse, something may be broken in some way (due to "partially updated" code), and multiple mods using this method will also generally completely overwrite each other.

So this is a suggestion to change tumbleweed.lua and mound.lua to make the loot generation functions and loot lists available to the outside in some fashion. Ideally for other modding interests the same would be the case for any other general loot lists that aren't changable in a good way which I'm not aware of (random chests? ruins chests?). There's a global PickRandomTrinket() in trinkets.lua used for grave mounds which is a good start, but the rest of the loot and logic are still local in mound.lua.

For example, the relevant parts of tumbleweed.lua look like this (seems to me like there's a bit of unused stuff in that file, by the way):
 

Spoiler

...
...
...

local prefabs =
{
    "splash_ocean",
    "tumbleweedbreakfx",
    "ash",
    "cutgrass",
    "twigs",
    "petals",
    "foliage",
    "silk",
    "rope",
    "seeds",
    "purplegem",
    "bluegem",
    "redgem",
    "orangegem",
    "yellowgem",
    "greengem",
    "seeds",
    "trinket_6",
    "cutreeds",
    "feather_crow",
    "feather_robin",
    "feather_robin_winter",
    "feather_canary",
    "trinket_3",
    "beefalowool",
    "rabbit",
    "mole",
    "butterflywings",
    "fireflies",
    "beardhair",
    "berries",
    "TOOLS_blueprint",
    "LIGHT_blueprint",
    "SURVIVAL_blueprint",
    "FARM_blueprint",
    "SCIENCE_blueprint",
    "WAR_blueprint",
    "TOWN_blueprint",
    "REFINE_blueprint",
    "MAGIC_blueprint",
    "DRESS_blueprint",
    "petals_evil",
    "trinket_8",
    "houndstooth",
    "stinger",
    "gears",
    "spider",
    "frog",
    "bee",
    "mosquito",
    "boneshard",
}

local CHESS_LOOT =
{
    "chesspiece_pawn_sketch",
    "chesspiece_muse_sketch",
    "chesspiece_formal_sketch",
    "trinket_15", --bishop
    "trinket_16", --bishop
    "trinket_28", --rook
    "trinket_29", --rook
    "trinket_30", --knight
    "trinket_31", --knight
}

for k, v in ipairs(CHESS_LOOT) do
    table.insert(prefabs, v)
end

...
...
...

local function MakeLoot(inst)
    local possible_loot =
    {
        {chance = 40,   item = "cutgrass"},
        {chance = 40,   item = "twigs"},
        {chance = 1,    item = "petals"},
        {chance = 1,    item = "foliage"},
        {chance = 1,    item = "silk"},
        {chance = 1,    item = "rope"},
        {chance = 1,    item = "seeds"},
        {chance = 0.01, item = "purplegem"},
        {chance = 0.04, item = "bluegem"},
        {chance = 0.02, item = "redgem"},
        {chance = 0.02, item = "orangegem"},
        {chance = 0.01, item = "yellowgem"},
        {chance = 0.02, item = "greengem"},
        {chance = 1,    item = "seeds"},
        {chance = 0.5,  item = "trinket_6"},
        {chance = 0.5,  item = "trinket_4"},
        {chance = 1,    item = "cutreeds"},
        {chance = 0.33, item = "feather_crow"},
        {chance = 0.33, item = "feather_robin"},
        {chance = 0.33, item = "feather_robin_winter"},
        {chance = 0.33, item = "feather_canary"},
        {chance = 1,    item = "trinket_3"},
        {chance = 1,    item = "beefalowool"},
        {chance = 0.1,  item = "rabbit"},
        {chance = 0.1,  item = "mole"},
        {chance = 0.1,  item = "spider", aggro = true},
        {chance = 0.1,  item = "frog", aggro = true},
        {chance = 0.1,  item = "bee", aggro = true},
        {chance = 0.1,  item = "mosquito", aggro = true},
        {chance = 1,    item = "butterflywings"},
        {chance = .02,  item = "beardhair"},
        {chance = 1,    item = "berries"},
        {chance = 0.1,    item = "TOOLS_blueprint"},
        {chance = 0.1,    item = "LIGHT_blueprint"},
        {chance = 0.1,    item = "SURVIVAL_blueprint"},
        {chance = 0.1,    item = "FARM_blueprint"},
        {chance = 0.1,    item = "SCIENCE_blueprint"},
        {chance = 0.1,    item = "WAR_blueprint"},
        {chance = 0.1,    item = "TOWN_blueprint"},
        {chance = 0.1,    item = "REFINE_blueprint"},
        {chance = 0.1,    item = "MAGIC_blueprint"},
        {chance = 0.1,    item = "DRESS_blueprint"},
        {chance = 1,    item = "petals_evil"},
        {chance = 1,    item = "trinket_8"},
        {chance = 1,    item = "houndstooth"},
        {chance = 1,    item = "stinger"},
        {chance = 1,    item = "gears"},
        {chance = 0.1,  item = "boneshard"},
    }

    local chessunlocks = TheWorld.components.chessunlocks
    if chessunlocks ~= nil then
        for i, v in ipairs(CHESS_LOOT) do
            if not chessunlocks:IsLocked(v) then
                table.insert(possible_loot, { chance = .1, item = v })
            end
        end
    end

    local totalchance = 0
    for m, n in ipairs(possible_loot) do
        totalchance = totalchance + n.chance
    end

    inst.loot = {}
    inst.lootaggro = {}
    local next_loot = nil
    local next_aggro = nil
    local next_chance = nil
    local num_loots = 3
    while num_loots > 0 do
        next_chance = math.random()*totalchance
        next_loot = nil
        next_aggro = nil
        for m, n in ipairs(possible_loot) do
            next_chance = next_chance - n.chance
            if next_chance <= 0 then
                next_loot = n.item
                if n.aggro then next_aggro = true end
                break
            end
        end
        if next_loot ~= nil then
            table.insert(inst.loot, next_loot)
            if next_aggro then 
                table.insert(inst.lootaggro, true)
            else
                table.insert(inst.lootaggro, false)
            end
            num_loots = num_loots - 1
        end
    end
end

...
...
...

local function fn()
    local inst = CreateEntity()

    ...

    MakeLoot(inst)

	...

    return inst
end

 

They could be reconstructed to something more extensible, along these lines (don't know if it's totally right as directly working code):

Spoiler

...
...
...

local prefabs =
{
    "splash_ocean",
    "tumbleweedbreakfx",
}

TUNING.TUMBLEWEED_CHESS_LOOT = TUNING.TUMBLEWEED_CHESS_LOOT or
{
    "chesspiece_pawn_sketch",
    "chesspiece_muse_sketch",
    "chesspiece_formal_sketch",
    "trinket_15", --bishop
    "trinket_16", --bishop
    "trinket_28", --rook
    "trinket_29", --rook
    "trinket_30", --knight
    "trinket_31", --knight
}

for k, v in pairs(TUNING.TUMBLEWEED_CHESS_LOOT) do
    table.insert(prefabs, v)
end

TUNING.TUMBLEWEED_BASE_LOOT = TUNING.TUMBLEWEED_BASE_LOOT or
{
	{chance = 40,   item = "cutgrass"},
	{chance = 40,   item = "twigs"},
	{chance = 1,    item = "petals"},
	{chance = 1,    item = "foliage"},
	{chance = 1,    item = "silk"},
	{chance = 1,    item = "rope"},
	{chance = 1,    item = "seeds"},
	{chance = 0.01, item = "purplegem"},
	{chance = 0.04, item = "bluegem"},
	{chance = 0.02, item = "redgem"},
	{chance = 0.02, item = "orangegem"},
	{chance = 0.01, item = "yellowgem"},
	{chance = 0.02, item = "greengem"},
	{chance = 1,    item = "seeds"},
	{chance = 0.5,  item = "trinket_6"},
	{chance = 0.5,  item = "trinket_4"},
	{chance = 1,    item = "cutreeds"},
	{chance = 0.33, item = "feather_crow"},
	{chance = 0.33, item = "feather_robin"},
	{chance = 0.33, item = "feather_robin_winter"},
	{chance = 0.33, item = "feather_canary"},
	{chance = 1,    item = "trinket_3"},
	{chance = 1,    item = "beefalowool"},
	{chance = 0.1,  item = "rabbit"},
	{chance = 0.1,  item = "mole"},
	{chance = 0.1,  item = "spider", aggro = true},
	{chance = 0.1,  item = "frog", aggro = true},
	{chance = 0.1,  item = "bee", aggro = true},
	{chance = 0.1,  item = "mosquito", aggro = true},
	{chance = 1,    item = "butterflywings"},
	{chance = .02,  item = "beardhair"},
	{chance = 1,    item = "berries"},
	{chance = 0.1,    item = "TOOLS_blueprint"},
	{chance = 0.1,    item = "LIGHT_blueprint"},
	{chance = 0.1,    item = "SURVIVAL_blueprint"},
	{chance = 0.1,    item = "FARM_blueprint"},
	{chance = 0.1,    item = "SCIENCE_blueprint"},
	{chance = 0.1,    item = "WAR_blueprint"},
	{chance = 0.1,    item = "TOWN_blueprint"},
	{chance = 0.1,    item = "REFINE_blueprint"},
	{chance = 0.1,    item = "MAGIC_blueprint"},
	{chance = 0.1,    item = "DRESS_blueprint"},
	{chance = 1,    item = "petals_evil"},
	{chance = 1,    item = "trinket_8"},
	{chance = 1,    item = "houndstooth"},
	{chance = 1,    item = "stinger"},
	{chance = 1,    item = "gears"},
	{chance = 0.1,  item = "boneshard"},
}

for k,v in pairs(TUNING.TUMBLEWEED_BASE_LOOT) do
    table.insert(prefabs, t.item)
end

TUNING.TUMBLEWEED_NUM_LOOTS = TUNING.TUMBLEWEED_NUM_LOOTS or 3

...
...
...

function ConstructTumbleweedLoot(baseloot)
	local loot = deepcopy(baseloot)
	local chessunlocks = TheWorld.components.chessunlocks
    if chessunlocks ~= nil then
        for k, v in pairs(TUNING.TUMBLEWEED_CHESS_LOOT) do
            if not chessunlocks:IsLocked(v) then
                table.insert(loot, { chance = .1, item = v })
            end
        end
    end
	return loot
end

function PickTumbleweedLoot(inst,possible_loot)
    local totalchance = 0
    for m, n in pairs(possible_loot) do
        totalchance = totalchance + n.chance
    end
	local next_loot = nil
    local next_aggro = nil
    local next_chance = nil
    local num_loots = TUNING.TUMBLEWEED_NUM_LOOTS
    while num_loots > 0 do
        next_chance = math.random()*totalchance
        next_loot = nil
        next_aggro = nil
        for m, n in pairs(possible_loot) do
            next_chance = next_chance - n.chance
            if next_chance <= 0 then
                next_loot = n.item
                if n.aggro then next_aggro = true end
                break
            end
        end
        if next_loot ~= nil then
            table.insert(inst.loot, next_loot)
            if next_aggro then 
                table.insert(inst.lootaggro, true)
            else
                table.insert(inst.lootaggro, false)
            end
            num_loots = num_loots - 1
        end
    end
end

function MakeTumbleweedLoot(inst,baseloot)
    local possible_loot = ConstructTumbleweedLoot(baseloot)

    inst.loot = {}
    inst.lootaggro = {}
	PickTumbleweedLoot(inst,possible_loot)
    
end

...
...
...

local function fn()
    local inst = CreateEntity()

    ...

    MakeTumbleweedLoot(inst,TUNING.TUMBLEWEED_BASE_LOOT)

	...

    return inst
end

 

I guess I also I think it'd be better if the loot list would be transformed to a simpler {prefabname = chance} table instead (aggro flag could be kept track of elsewhere, like in another table {prefabwithaggroname = true} ,or in a general prefabs flags list if more flags like aggro are planned {prefabwithflagsname = {aggro = true, otherflag = 3} } ) and the tumbleweed's loot was determined on pickup rather than on creation. But ignoring that, with the current way of things and with the above code changes as an example, mods could then robustly modify the loot like so:

AddSimPostInit(function() --tumbleweed.lua is loaded after modmain.lua, postinit won't be needed if TUNING lines and function definitions are moved to an earlier loaded file like tuning.lua

local loot = TUNING.TUMBLEWEED_BASE_LOOT

local remove_items = table.invert{"cutgrass", "twigs", "petals"} -- tumbleweeds don't give these items anymore

local function strends(String,End)
   return End=='' or string.sub(String,-string.len(End))==End
end

for k,v in pairs(loot) do
	if remove_items[v.item] then
		table.remove(loot,k) -- remove the item's entry from the loot table
	elseif strends(v.item,"gem")
		v.chance = 5 -- change the relative chance of all gems to 5%, instead of the original
	end
end

table.insert( loot, {item = "butter", chance = 10} ) -- add butter as possible loot, with 10% relative chance



-- conditional/more complex loot modification:

-- override the original function
local orig_construct = GLOBAL.ConstructTumbleweedLoot
GLOBAL.ConstructTumbleweedLoot = function(...)
	local ret = orig_construct(...)
	if GLOBAL.TheWorld.state.season  == "winter" then
		table.insert(ret, {item = "ice", chance = 20} )	-- tumblweed may drop ice in winter only
	elseif GLOBAL.TheWorld.state.season  == "summer" then
		table.insert(ret, {item = "cactus_flower", chance = 10} ) -- tumblweed may drop cactus flower in summer only
	end
	return ret
end

end)


Of course, it doesn't have to look exactly like that, the important thing is that the code is set up in some extensible fashion that makes the base loot list, loot list construction function and loot picking function (which are currently in the same, local function, ideally they'd be separated, like above) accessible and overridable. So, stored in some kind of global var or member var attached to the tumbleweed (in that case) prefab, which makes it at least changable with AddPrefabPostInit (kind of an inefficient way to make the same change to every single created prefab instance, but at least it works well).

Don't Starve Together for Nintendo Switch?

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I am aware it was only just revealed, and that Klei don't have a devkit.

 

However, I believe the Switch is the PERFECT place for DST. The simple controllers are good enough for split screen, which is great! And there's free online, and portability. It's the best of everything.

More uses for boss loot

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I think Scales get a bit too much love from the Devs nowadays.

So far you can create four items from scales, while you can only make two items from Deerclops Eyeball, Down Feather and Thick fur.

And only one item from can be made from the Guardian Horn.

 

Now I am not sure what else you can do with these items, but I would have never come up with Scaled Flooring and Scaled Furnace.

I am open to suggestions.

Don't Starve Together: Castaways & Stowaways! Part of the Tropical Trio!

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DISCLAIMER: This thread is the only thing I will post in on this forum. Tagging me in other threads is pointless.

This is effectively a set of Tropical DLCs for Don't Starve Together, that includes Shipwrecked.

 

Shipwrecked:

Characters rebalanced for Multiplayer

Characters work differently in RoG/AnR and SW/CA/SA 

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Castaways:

WATCH THIS SPACE, IF I AM NOT BANNED

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Stowaways:

WATCH THIS SPACE, IF I AM NOT BANNED

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New skins:

The Vacationist - Summery themed skins, for all non-Summery characters. Pirate and "Washed-Up" or "Stowaway" characters count as non-summery. PART OF THE SHIPWRECKED DLC. You will get these skins for CA/SA characters if you own those DLCs as WELL as SW.

EFFECTIVELY THE TROPICAL 'CLASSIC' SKINS

The Looter - Pirate themed skins, for all non-Pirate characters. "Washed-Up" or "Stowaway" as well as Summery characters count as non-Pirate. PART OF THE CASTAWAYS DLC. You will get these skins for SW/SA characters if you own those DLCs as WELL as CA.

EFFECTIVELY THE TROPICAL 'TRIUMPHANT' SKINS

The Washed-Up - 'Ruined' skins, the Tropical variant of the Survivor skins. They are for all non-ruined characters, which I believe is currently all of them.

EFFECTIVELY THE TROPICAL 'SURVIVOR' SKINS

The Survivalist - RoG/AnR skins for all SW/CA/SA characters.

 

Wolfgang or Puppygang

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Recently I've been playing Don't Starve Together, it's one of the best multiplayer experiences I've had in awhile, specially since it's an indie (because it's an expansion to Don't Starve) game, it's an accomplishment for an indie to be multiplayer, while being successful.

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One of the fundamental choices in DST to survive are choosing the right character. Doesn't seem about to be a tough choice at first, considering every character has their perks and downsides, right? Well, as any player who wishes to achieve I've been watching Don't Starve game play a long time ago, even before Don't Starve Together ever came for the purpose to learn about the characters and the game. 

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The most new-player friendly characters seem to be Wilson,Wendy because they don't have any major downsides also their perks seem to outweigh any downsides (as if Wilson had any downsides to begin with) that both of them have. Followed along Willow, WX-78, Wickerbottom,Wigfrid,Woodie,Webber, Maxwell who seem to appeal for a higher level of skill for players, just a moderately higher level of skill. 

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Don't get me started on Wes, we all know he's a joke/hardcore character. He was meant to be a challenge being played, especially by seasoned players, that doesn't include me! 

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Now here's what i'm building up towards, finally announcingWolfgang 'The Strongman'!

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Wolfgang, the strongest character in the game if managed correctly! Dealing 2X Damage when 'Mighty' which occurs when his hunger is full! However at the same time it's a downside.... His hunger depletes 3X faster when mighty, normal form 1.5x, Wimpy 1x.

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It seems like a fair trade, right? If you excel in beating the game's title (Don't Starve) with ease...

... But one tiny problem .... HUNGER IS THE HARDEST FACTOR IN THE GAME TO CONTROL!

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Now, I know I might be be exaggerating but you know it's true. One of the most common deaths in the game occurs with starvation. While it doesn't occur in the early days, it most likely increases in difficulty over seasons, Winter: crops don't grow, Summer: drought of crops. 

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In a game about survival, trying to keep that belly full is important, specially since it's the whole premise of the game, Don't Starve.

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Wolfgang always seems to be hungry all the time, no matter how much you feed him. Hell, why not just go be a Wilson and negate all those negative effects? Not worrying about hunger is a huge perk.

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One could argue that to save food, you could stay in "Wimpy" form, but that's more of a curse, you walk slower, hit weaker. Even weaker than Wendy and Wes. Ironic how 'The Strongman' can be the weakest character in the game.

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Don't get me wrong, I love Wolfgang even if his downsides at times seems a bit overwhelming. The problem I have with him is that the community usually alienates Wolfgang, not only that but also I barely see anyone playing Wolfgang nowadays. Why you ask? Because there's another contender that potentially can go on par against Wolfgang. Wigfrid.

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Wigfrid possibly being one of the most over-rated characters in the game (I'm not kidding). I have witnessed servers compiled mostly of Wigfrids and Wilsons (kind of expected). She has a 1.25x dmg multiplier, while at first it doesn't seem like much, it still reduces the amount of times it takes to kill a mob. For example a spider (100 HP) only needs 2 hits to be killed with a Battle Spear (42.5 dmg) , because of the dmg multiplier (53 dmg as Wigfrid).

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Otherwise she doesn't have any major backtracking debuffs, maybe being restricted to eat meat, but lets be honest here. Most of the diet in the game includes Meatballs, since it's arguably the easiest and efficient hunger-wise meal to be made using the crock pot.

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Let's get back on topic. 

Wolfgang is currently alienated, and ignored by the community. While it sounds false, considering he can be literally the strongest character in the game, he's still being ignored. Why? Because he goes against the title of the game, thus making him a harder character for any type of player.

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Here's my dilemma. Does the community (YOU) think that Wolfgang needs a buff or a nerf? I mean, for being a strongman, he can't even dead lift at all, not even when mighty. It makes me cry a little inside.

 

 

Please answer the poll at least and maybe comment/reply below!

Thanks for taking your time to read!

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Bearger on First autumn

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Make bearger spawn on start season ,at least for default setting, hibernation vest is crucial for winter

Because its takes to much time waiting a year for boss to spawn

Start season is really easy, there is not enough danger beside hound. and bearger is not really hostile like Goose

So in my opinion bearger at start is not really a prob

world generating balance

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Ive been playing DTS by few months already (which means over 50 times i've created the server and the settings) with my friend in co-op local mode (im the host). If world its created with a "default" size and default settings for clockwork mobs, tumbleweeds, you can find them etc, the problem is that if you choose to play just "huge" world size like we always do.. having default settings for those in 8/10 cases of world generating you will never find any and the only choice you have its to try increasing from default to more their settings but then it becomes like ridiculous numbers, you gonna find spots with 100+ tumbleweeds flying around (idk if they also regenerate over time) which if u collect them u gonna get too many gears/gems etc making the game not challenging and boring if u get them so fast, clockwork mobs again too many.. if default u get not enough mobs and if next setting applied then they are like everywhere resulting in too many gears collected. I think it needs some kind of balance... maybe something like idk.. if the clockwork number is greater than x , then not always drop gears on every kill.. or idk .. another setting in between the "default" and "more". About the default to more setting i can say the same about bees, beefalos, pig houses ..it either too little on default and too many on more..


World Settings/Selections

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Something I'd like to see added is the ability to choose which biomes are added to the map. Maybe someone would like to play on a forest world? Maybe someone would like to play on a harsh desert world with no rain? Whatever the pleasure, I think that feature would be a welcome addition to DST. Thanks!

an exp system in don't starve together

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it would be cool if an exp was added to DST and would make it more realistic because the way i would make an exp system wouldn't be like doing anything and just getting an upgrade to all stats it would be more like this: for example lets say you cut down a tree when you chop the tree you get an exp point and with five tree cuttings you would be more efferent with an axe so trees take lest chops and chop speed increases another example is with defense if you get hit by any attack regardless of damage dealt you would get defense points which when u level up you get a little bit more defense when attacked this exp system can be used with everything you do in the game from twig gathering to max hp increases this idea to me has lots of potential

A new chester evolution!

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SO, i was playing webber like usual chillin and walking around and I found chester! I find him a lot but its always awesome being the first to find him and having him or hutch chill at your awesome base...

However... if you're playing as webber and you base near spiders for that beautiful infinite gland and monster meat source that we all know and love. you'll see your chester or hutch friend killed repeatedly by your rude af spiders. But I might have a solution so wipe those tears away webber,

chester and hutch both have 2 upgrades (I dont know their exact names but I know what they do) Chester-9 blue gems in chester for snow chester (ice box)---9 shadow fuel for shadow chester (more inventory)

Hutch---spear and a light bulb for defensive hutch (spikes on his outer body)--- One man band and light bulb for music hutch (sanity aura) Now I introduce to you

THE 3rd Upgrade for hutch and chester... The (Monster Chester)- Description: after filled with 9 monster meat in every slot chester will upgrade to Monster Chester on the next full moon (Hutch will not need a full moon just like the other upgrades for hutch) Monster Chester is aggressive to all players except webber :)))))) and will attack them if they get to close, Spiders see Monster Hutch and Chester as one of their own and will not attack him, Monster chester will eat any monster meat you put inside his inventory and after (100 monster meats BECOMES A SPIDER QUEEN CHESTER jk) hes given 9 monster meats he should roam around close by for like 6-12 hours in game killing small creatures and storing their food in his inventory for the webber like rabbits and moles underground or birds above ground etc, so yea that's my idea, kinda sucks webber cant use chester or hutch in his main spider base but an addition like this would be LOVED 11/10 

Halloween costume

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Hello guys! I am thinking about that those players who played under the halloween event should choose one or two event skin which he/she want to get. As for me I really want to get the webber skin and the WX or the Wilson. I hope some of you guys think the same with me and lets see what will happen in the future.

(If i wrote something wrong I am so sorry)

Have a nice day!

Pocket edition Language

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Can it be translated in Romanian to. I could help with the translation. Thank you.

 

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