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Don't Starve game Wiki

Klei taking a wrong way?

  • There are not enough monsters in don't starve. I think Klei should wait with adding new stuff to caves, and introduce a patch with a couple of new creatures to fight in the overworld. Hounds just get too repetitive after you have survived for some days, and are no longer a challenge. I would like to see something more demanding, for example a mob that cannot be stunlocked and is immune to low-tier weapons, or chases you only at dusk, etc. Besides, the whole idea of the Ruins, ancient civilization, magic and so on doesn't quite fit the original idea of Don't Starve, which was supposed to be a survival game after all. I don't mind caves at all, I think these are a great addition to the game. I just don't much like the recent patches being filled with magical content and not much anything else. Thoughts?

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    • Agreed! Maybe some reptile type things?

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    • I clap to you. Mostly because this is so true...

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    • Hm, I've posted an idea recently in another place about how this game is getting boring(It was in Shadow Thing's blog/A new monster), and it incluides a reptile mob Hm, maybe migrating insects? (Grasshopers??) Who would eat your crops, all the trees would be on the "dead" state for a while, berries would need to be fertilized again and grass as well? It would be a rare occurrence on summer, really rare, maybe after 2-3 winters?

      Second idea: A reptile-like mob who leaves hybernation after winter sometimes, it would look more or less like a crocodile and would come out of a "mud mound"(yes, crocodiles can stay 1 year sleeping underground, surviving only with fat stored in their tails, it mostly occurs in dry places, like places near deserts in Africa, in fact, crocodiles were found hybernating underground in a desert border in Egypt, just waiting for the rain), of course it wouldn't happen every summer, but you'd need to be prepared as there's no much regularity for it to happen. The mud mounds can be found on swamps.

      The first sign of a "crocodile summer" would be a great amount of rain, that would melt the crocodile's burrow and it would wake up, searching for food, wich can be anything, from rabbits to beefalos and YOU. Another sign would be a strange behaviour that almost every other mob would display:

      -Pigs would be more agressive-scared and would hide in their houses for most of the day

      -Birds will not land as often

      -Beefalos will migrate to safer places(dry rockylands) and will be more agressive-scared as well

      -Rabbits sometimes won't leave their burrows at day

      -Even spiders would be moving to safer places, so a big number of spiders can be found awake at day.

      Crocodile stats:

      >Health: Varies with crocodile size, from "baby" ones(120) to monstruous adults(1000)

      >Attack: Also varies with size, from 35 to 90, also, big crocodiles have  a special "death roll" attack, wich can kill most characters if those are without armor (but to peform this attack, a crocodile would need to grab the player, so it would happen rarely with players, being used mostly with big mobs like beefalo).

      >Speed:almost player speed at most biomes, but it is REALLY fast when on a swamp area, around the same speed of a hound. Also, bigger crocodiles are much slower than smaller ones

      >Special ability: Is faster on swamps, has a scaly skin that's really hard and protects it from damage(30-85 %, varies with size), big ones have a "death roll" atack.

      >Drops: Crocodile leather(can be used to craft armour, boots :P, and a better backpack), crocodile meat(needs to be cooked, if not, deals some damage to player), crocodile tooth(used for some kind of weapon, or something else) and whatever was on it's stomach(morsels, feathers, silk...).        

      Big crocodiles will sometimes make a nest and lay some eggs there, wich, if not destroyed, would hatch into more crocodiles, wich will increase their population (they'll return after hybernating, bigger and stronger, with risk of infesting your world if not controlled in time).A crocodile will defend it's nest with it's life, being agressive even to birds.

      As winter approaches, crocodiles would head back to swamps, digging a new burrow and hybernating untill the next "crocodile summer".

      So, if those mobs were added, I would kill as many as I could while they're small and weaker and atack their nests as well, preventing them from litteraly infesting the whole world, as well as stocking food, fencing beefalos to protect them and any other important mob farm, and placing traps around crocodile burrows.

      What do you think of this idea? (The "crocodile" term is used only as a reference, as the mob looks like a crocodile, but it's a ugly reptile who sleeps under the swamps biomes-'cause all mobs from swamps are ugly-it has the "face" of a crocodile but a thiner body, like a monitor's lizard one)

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    • ^Sorry, text format has gone wrong

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    • And, about the magic thing, yes, I'm ANNOYED about all those staffs and amulets around -.-, seriously? This is the worst part of it for me...Ok, a little bit of magic is good, but all those "gens on a stick" thingies...

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    • Love it!

      Add this in, cept less stages of growth maybe, and a little less common.

      Possibly the 4th summer it would start?

      Also, they could be called "Tyrannodiles" when adults and "Hatchling Tyrannodiles" when young, like with beefalo.

      Maybe also less reproducing, like 2 Tyrannodiles make 1-2 Tyrannodile eggs. Which hatch after a week or something. Because it would be crazy op if: Summer 3#, 6 Crocodiles roaming around, 7 eggs near the nest.

      They would still rob you of food and whatnot tho.

      Comments?

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    • ^Yes, I just tought of the stages of growth because crocodiles grow during their entire life (they NEVER stop growing), but it ins't a really important feature anyway, I even think it would be much like rock lobsters anyway. And yeah, they wouldn't be so common, if not, they would just be OP, about the eggs, I just didn't know how many eggs would be the best quantity ;), but 1-2 is enough, maybe 3 in rare ocasions.

      4th summer? Well...Yes, I think that it's a good time for players to prepare ;)

      And I LOVE the name idea ;)

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    • Thanks, might add it to something else..

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    • ^ I've made a drawing of a possible look of the tyranodile, I'll make a discussion page soon and organize it better and post the picture ;), you can help me if you want (I'll create an account as well)

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    • Sweet!

      I am not that good at drawing or anything, but I can help with content and stuff.

      I already know what it might look like, just not good at drawing. :p

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    • 189.106.135.187 wrote:
      Hm, I've posted an idea recently in another place about how this game is getting boring(It was in Shadow Thing's blog/A new monster), and it incluides a reptile mob

      Hm, maybe migrating insects? (Grasshopers??) Who would eat your crops, all the trees would be on the "dead" state for a while, berries would need to be fertilized again and grass as well? It would be a rare occurrence on summer, really rare, maybe after 2-3 winters?

      Second idea: A reptile-like mob who leaves hybernation after winter sometimes, it would look more or less like a crocodile and would come out of a "mud mound"(yes, crocodiles can stay 1 year sleeping underground, surviving only with fat stored in their tails, it mostly occurs in dry places, like places near deserts in Africa, in fact, crocodiles were found hybernating underground in a desert border in Egypt, just waiting for the rain), of course it wouldn't happen every summer, but you'd need to be prepared as there's no much regularity for it to happen. The mud mounds can be found on swamps.

      The first sign of a "crocodile summer" would be a great amount of rain, that would melt the crocodile's burrow and it would wake up, searching for food, wich can be anything, from rabbits to beefalos and YOU. Another sign would be a strange behaviour that almost every other mob would display:

      -Pigs would be more agressive-scared and would hide in their houses for most of the day

      -Birds will not land as often

      -Beefalos will migrate to safer places(dry rockylands) and will be more agressive-scared as well

      -Rabbits sometimes won't leave their burrows at day

      -Even spiders would be moving to safer places, so a big number of spiders can be found awake at day.

      Crocodile stats:

      >Health: Varies with crocodile size, from "baby" ones(120) to monstruous adults(1000)

      >Attack: Also varies with size, from 35 to 90, also, big crocodiles have  a special "death roll" attack, wich can kill most characters if those are without armor (but to peform this attack, a crocodile would need to grab the player, so it would happen rarely with players, being used mostly with big mobs like beefalo).

      >Speed:almost player speed at most biomes, but it is REALLY fast when on a swamp area, around the same speed of a hound. Also, bigger crocodiles are much slower than smaller ones

      >Special ability: Is faster on swamps, has a scaly skin that's really hard and protects it from damage(30-85 %, varies with size), big ones have a "death roll" atack.

      >Drops: Crocodile leather(can be used to craft armour, boots :P, and a better backpack), crocodile meat(needs to be cooked, if not, deals some damage to player), crocodile tooth(used for some kind of weapon, or something else) and whatever was on it's stomach(morsels, feathers, silk...).        

      Big crocodiles will sometimes make a nest and lay some eggs there, wich, if not destroyed, would hatch into more crocodiles, wich will increase their population (they'll return after hybernating, bigger and stronger, with risk of infesting your world if not controlled in time).A crocodile will defend it's nest with it's life, being agressive even to birds.

      As winter approaches, crocodiles would head back to swamps, digging a new burrow and hybernating untill the next "crocodile summer".

      So, if those mobs were added, I would kill as many as I could while they're small and weaker and atack their nests as well, preventing them from litteraly infesting the whole world, as well as stocking food, fencing beefalos to protect them and any other important mob farm, and placing traps around crocodile burrows.

      What do you think of this idea? (The "crocodile" term is used only as a reference, as the mob looks like a crocodile, but it's a ugly reptile who sleeps under the swamps biomes-'cause all mobs from swamps are ugly-it has the "face" of a crocodile but a thiner body, like a monitor's lizard one)

      Since Crocs like to bury their stuff deep underwater maybe fishing in swamps would have a chance of yielding something like gold, gems, useless trinkets you give to the pig king, or on the rarest occasions (1/10000000000 chance maybe) a luxury tool? Of course if you succede in doing this a nearby croc will awake (say just outside your screen view for range) and start attacking you in an attempt to get its stuff back.

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    • I agree with there being too much magic in the game, and I love the tyrannodile idea. But one thing Klei should really think about is monsters that will spawn randomly around the map. So far all the monsters either spawn in certain areas or arrive under special conditions. Klei should add some monsters that you can run into anywhere, and they wouldn't be there all the time. It would add more suspense to the game in my opinion. What do you guys think?

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    • Seems like i'm not the only one thinking like this, pleaaase i'd like if klei would stop adding things like ruins (which are very nice by the way) for a brief moment and focus of the fun bringing to the players.. cause i'm starting to get uninterested with the game, and each time i'm playing it, i get bored, in the old days it was just about survival for me, now there's too much magic for my taste...

      Adding things like new monsters like the hounds or deerclops are the type of thing that would "kill" the boredom for me, that idea about a tyrannodile sure sounds cool ;)

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    • pherodactily (sorry if spelled wrong) would swoop down and pick you up. takes u to a mountain and a whole new aspect of dont starve. always cold, more new mobs, different kind of food, layers of mountain (not like the caves). makes dont starve a bit tougher. plus not lots of food, so now the name of the game would really work. to get back to the ground, u must find the lowest part of mountain and build a ladder using planks and rope, which r very rare on mountain

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    • The REAL WX-78 wrote:
      Pterodactyl

      Is that it? Pterodactyl?

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    • Yes, that giant flying bird dinousor chicken thing.

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    • Mountain aspect sounds awesome but I have 2 questions. 1: what day range would it come by and 2: Could you return after leaving?

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    • giving the name "don't starve" is actually not about dying from hunger, is about going after the food and to get to it you have to confront some monsters that could kill you, for example you can get a lot of food in the mountains, but for the loot you have to fight very hard to get it and you have to come prepared with many resources, so the time you spend collecting grass and twigs, rocks and logs, you are actually doing this to not starve, but that's the way i would have made the game, in the game this doesn't happen at all... you have turbo farm plots, honey from bees and that's all you need plus a little more crock pot dishes made of morsels or meat, so it's little time spending on your hunger, the game should be called Don't Get Killed By Monsters rather than Don't Starve

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    • The3rdplayer wrote:
      Mountain aspect sounds awesome but I have 2 questions. 1: what day range would it come by and 2: Could you return after leaving?

      Yes. Once you construct the ladder to get down from the mountain, you can go back up it anytime using the same ladder.

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    • I think you guys need to keep in mind that magic is not some new thing. It's the very motto of the game, "A wilderness world full of science and magic", and that is not new at all. They're just adding more magic recently, which I personally believe helps balance it all out. "Don't Starve" is not about starvation being the only issue. The word starvation does not always mean death via hunger. Sanity, Health, and the overall story of the game tie in with the term, and it works out fairly well since starvation is what you need to avoid, basically. The only reason one might need to go outside of a base camp is for food, in many cases.


      That being said, I think they have added enough magic for now, and would prefer they focus on Science/New Items/Etc. Keep in mind they have stated they are not adding any more major features like cave levels, heat waves, other large type features. They are just tuning it to make the game more balanced and add fun little things for people to derp with, not updates that everyone is going to rush to try out, and I don't think we should try to make them do those, because in my honest opinion, I'd rather them focus on that. Whilst features like crocodiles, mountains, and more cave levels and such would be nice, you need to keep in mind what they may do to the game, hence why they're going to keep those things optional if/when they start working on an expansion to the game. 


      Keep in mind that this game is not realistic and to be honest, never really has been. Sentient, cannibalistic pigs, graves with various toys and such below them, amulets that ressurect you upon death, giant blue eggs of walking eyeball-esque birds, effigies of beard hair, meat, and wood? Come on, it is not a realistic game. That being said, I think Klei should try to avoid making it too outlandish, but you've got to take other things into account. I know it's an unpopular opinion  here, but I freaking love ruins. I enjoy being rewarded for surviving that long and taking the additional challenge of surviving in them and obtaining powerful items. I think people are rather unhappy with them because it's not something they can immediately experience. Now, not to be harsh, but that is a good thing in certain cases. Had everyone been able to go to the ruins and get their loot, it would ruin the game. The stuff from the ruins is powerful, and as such should not be easy to get. Just because you cannot experience something quickly does not mean it's bad for the game. I would personally prefer they work on the Overworld more, too, but I love the ruins, like I said. 


      Klei has one major issue I'd like to point out, though.



      Where the hell is my Wendy plushie?

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    • Going to the ruins immediatly would.. ptfpttpfp.. RUIN THE GAME

      XD


      EDIT: Thanks for all the feedback on that anon's and my work on the "Tyrannodile"

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    • Otto Van Candlefield wrote:
      I think you guys need to keep in mind that magic is not some new thing. It's the very motto of the game, "A wilderness world full of science and magic", and that is not new at all. They're just adding more magic recently, which I personally believe helps balance it all out. "Don't Starve" is not about starvation being the only issue. The word starvation does not always mean death via hunger. Sanity, Health, and the overall story of the game tie in with the term, and it works out fairly well since starvation is what you need to avoid, basically. The only reason one might need to go outside of a base camp is for food, in many cases.


      That being said, I think they have added enough magic for now, and would prefer they focus on Science/New Items/Etc. Keep in mind they have stated they are not adding any more major features like cave levels, heat waves, other large type features. They are just tuning it to make the game more balanced and add fun little things for people to derp with, not updates that everyone is going to rush to try out, and I don't think we should try to make them do those, because in my honest opinion, I'd rather them focus on that. Whilst features like crocodiles, mountains, and more cave levels and such would be nice, you need to keep in mind what they may do to the game, hence why they're going to keep those things optional if/when they start working on an expansion to the game. 


      Keep in mind that this game is not realistic and to be honest, never really has been. Sentient, cannibalistic pigs, graves with various toys and such below them, amulets that ressurect you upon death, giant blue eggs of walking eyeball-esque birds, effigies of beard hair, meat, and wood? Come on, it is not a realistic game. That being said, I think Klei should try to avoid making it too outlandish, but you've got to take other things into account. I know it's an unpopular opinion  here, but I freaking love ruins. I enjoy being rewarded for surviving that long and taking the additional challenge of surviving in them and obtaining powerful items. I think people are rather unhappy with them because it's not something they can immediately experience. Now, not to be harsh, but that is a good thing in certain cases. Had everyone been able to go to the ruins and get their loot, it would ruin the game. The stuff from the ruins is powerful, and as such should not be easy to get. Just because you cannot experience something quickly does not mean it's bad for the game. I would personally prefer they work on the Overworld more, too, but I love the ruins, like I said. 


      Klei has one major issue I'd like to point out, though.



      Where the hell is my Wendy plushie?

      Marketing dont starve? WHY HAS NO ONE THOUGHT OF THIS EARLIER!!!!!!!

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    • The3rdplayer wrote:
      Otto Van Candlefield wrote:
      I think you guys need to keep in mind that magic is not some new thing. It's the very motto of the game, "A wilderness world full of science and magic", and that is not new at all. They're just adding more magic recently, which I personally believe helps balance it all out. "Don't Starve" is not about starvation being the only issue. The word starvation does not always mean death via hunger. Sanity, Health, and the overall story of the game tie in with the term, and it works out fairly well since starvation is what you need to avoid, basically. The only reason one might need to go outside of a base camp is for food, in many cases.


      That being said, I think they have added enough magic for now, and would prefer they focus on Science/New Items/Etc. Keep in mind they have stated they are not adding any more major features like cave levels, heat waves, other large type features. They are just tuning it to make the game more balanced and add fun little things for people to derp with, not updates that everyone is going to rush to try out, and I don't think we should try to make them do those, because in my honest opinion, I'd rather them focus on that. Whilst features like crocodiles, mountains, and more cave levels and such would be nice, you need to keep in mind what they may do to the game, hence why they're going to keep those things optional if/when they start working on an expansion to the game. 


      Keep in mind that this game is not realistic and to be honest, never really has been. Sentient, cannibalistic pigs, graves with various toys and such below them, amulets that ressurect you upon death, giant blue eggs of walking eyeball-esque birds, effigies of beard hair, meat, and wood? Come on, it is not a realistic game. That being said, I think Klei should try to avoid making it too outlandish, but you've got to take other things into account. I know it's an unpopular opinion  here, but I freaking love ruins. I enjoy being rewarded for surviving that long and taking the additional challenge of surviving in them and obtaining powerful items. I think people are rather unhappy with them because it's not something they can immediately experience. Now, not to be harsh, but that is a good thing in certain cases. Had everyone been able to go to the ruins and get their loot, it would ruin the game. The stuff from the ruins is powerful, and as such should not be easy to get. Just because you cannot experience something quickly does not mean it's bad for the game. I would personally prefer they work on the Overworld more, too, but I love the ruins, like I said. 


      Klei has one major issue I'd like to point out, though.



      Where the hell is my Wendy plushie?

      Marketing dont starve? WHY HAS NO ONE THOUGHT OF THIS EARLIER!!!!!!!

      Atleast dont starve merchandise.

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    • At least hound plushies!

      Seriously people.

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    • OMG. I WANT TO CUDDLE A HOUND .D.

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    • ME TOO .D.

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    • Agree - too much magic, not enough science or starvation/horrific death by monster/horrific death by the elements.

      They need a heatwave season - which will now be delayed until ????. IMO they should have added that before all the ruins stuff.

      I have nothing AGAINST the ruins (or caves), or the ideas behind most of the things in them. Yes, DS was supposed to be "land of science and magic" - that's the point though - SCIENCE AND magic.

      NOT: "a teensy bit of science and a shitload of staffs and amulets because we can't be bothered thinking of scientific ways these things might work so we'll just go "MAGIC" and make it a staff or an amulet. Also staffs and amulets can be derived from each other with minor tweaks so it's easy".

      ARGH! TOO MANY STAFFS! TOO MANY AMULETS!

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    • Ideas that could have been used INSTEAD of more friggin amulets/staffs:

      Instead of "Star Caller's Staff", why not activate a fusion reactor? Since stars are effectively fusion reactors - not a massive leap to make. Plus it would be much cooler than some staff.

      Instead of "lazy forager", how about a vacuum cleaner attached to your body (well why not? Still better than another amulet).

      Telelocator base? Why not Trekkie-style transporter? Telelocator - electronic box with a button (made out of gold and wood - steampunk telelocator).

      It's not that hard! The balance could have been preserved! PRESERVED!...the balance... could have been...

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    • Also, after those rants - I wholeheartedly and wholeheadedly endorse the idea of a massive ever-growing supercrocodile!

      That's the main problem with caves/ruins - you can avoid all the enemies by just not going in there! OK you miss out on some stuff (caves are handy for rocks if nothing else) - but the world is crying out for another big-ass mofo that will punch your ass so hard your balls come out through your head, then rip off your head and shit down your neck, then throw your dismembered head up in the air, then use your decapitated body to hit your head so hard your balls fall off, then tear open your nutsack and feast on what may have once been the beginnings of your future children. Or something nasty anyway.

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    • EvilSquid
      EvilSquid removed this reply because:
      stuffed up
      23:44, September 5, 2013
      This reply has been removed
      EvilSquid wrote:
      Ideas that could have been used INSTEAD of more friggin amulets/staffs:

      Instead of "Star Caller's Staff", why not activate a fusion reactor? Since stars are effectively fusion reactors - not a massive leap to make. Plus it would be much cooler than some staff.

      Instead of "lazy forager", how about a vacuum cleaner attached to your body (well why not? Still better than another amulet).

      Telelocator base? Why not Trekkie-style transporter? Telelocator - electronic box with a button (made out of gold and wood - steampunk telelocator).

      It's not that hard! The balance could have been preserved! Preserved... the balance... could have been...


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    • Nothing exciting about the staffs for me, especially the ones with orange gem, boring...

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    • They should remove those staffs, or never add them in the first place.

      Some staffs are cool, some amulets are cool, FREAKING 9999 MAGIC THINGS ARE NOT COOL.

      Why not more crocodile things that raid your base if you have too many farms/drying racks?

      It sniffs you out and eats them, then fills your crock pot with rot and manure and breaks a hole in your wall while strolling away.

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    • FlamingFirehound wrote:
      They should remove those staffs, or never add them in the first place.

      Some staffs are cool, some amulets are cool, FREAKING 9999 MAGIC THINGS ARE NOT COOL.

      Why not more crocodile things that raid your base if you have too many farms/drying racks?

      It sniffs you out and eats them, then fills your crock pot with rot and manure and breaks a hole in your wall while strolling away.

      agreed 100% they are way more focused on constucting magic items rather than new monsters, i want new challenges, if they keep the game like this i don't think i'll play it anymore, i hope they turn this around...

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    • Shadow Thing wrote:
      FlamingFirehound wrote:
      They should remove those staffs, or never add them in the first place.

      Some staffs are cool, some amulets are cool, FREAKING 9999 MAGIC THINGS ARE NOT COOL.

      Why not more crocodile things that raid your base if you have too many farms/drying racks?

      It sniffs you out and eats them, then fills your crock pot with rot and manure and breaks a hole in your wall while strolling away.

      agreed 100% they are way more focused on constucting magic items rather than new monsters, i want new challenges, if they keep the game like this i don't think i'll play it anymore, i hope they turn this around...


      Apparently it'll be a while before anything substantial, so doubt it'll be turned around anytime soon. On the plus side, they might fix some bugs, and if they're too busy then they won't be ADDING any more magic stuff for a while at least.

      Still hoping they add heat wave season sooner rather than later - that will add some challenge if they have it in the "overworld". I can live without lava caves or other stuff like that. Apart from that they haven't really said much of their plans - except maybe new characters - so who knows if they'll "rebalance the universe".

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    • I used to play all days at least a little bit, now it's not as common, i think there are more people like me, i think klei could lose them.

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    • Shadow Thing wrote:
      I used to play all days at least a little bit, now it's not as common, i think there are more people like me, i think klei could lose them.


      Same here! I'm probably going to finally get back into Fallout 2 and finally try that RP 2.2 mod.

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    • EvilSquid wrote:
      Shadow Thing wrote:
      I used to play all days at least a little bit, now it's not as common, i think there are more people like me, i think klei could lose them.

      Same here! I'm probably going to finally get back into Fallout 2 and finally try that RP 2.2 mod.

      I hope they see it, and do something about it fast. No more magic! I want challenges!!! the only thing keeping it alive for me is the fact that you can change the world, this can put the game more difficult, but still no new things :(

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    • EvilSquid wrote:
      Agree - too much magic, not enough science or starvation/horrific death by monster/horrific death by the elements.

      They need a heatwave season - which will now be delayed until ????. IMO they should have added that before all the ruins stuff.

      I have nothing AGAINST the ruins (or caves), or the ideas behind most of the things in them. Yes, DS was supposed to be "land of science and magic" - that's the point though - SCIENCE AND magic.

      NOT: "a teensy bit of science and a shitload of staffs and amulets because we can't be bothered thinking of scientific ways these things might work so we'll just go "MAGIC" and make it a staff or an amulet. Also staffs and amulets can be derived from each other with minor tweaks so it's easy".

      ARGH! TOO MANY STAFFS! TOO MANY AMULETS!

      "Teensy bit of Science" 


      Erm. Not to be rude, but the alchemy/science engines produce around 70% of the recipes in the game. Just saying. 

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    • Otto Van Candlefield wrote:
      EvilSquid wrote:
      Agree - too much magic, not enough science or starvation/horrific death by monster/horrific death by the elements.

      They need a heatwave season - which will now be delayed until ????. IMO they should have added that before all the ruins stuff.

      I have nothing AGAINST the ruins (or caves), or the ideas behind most of the things in them. Yes, DS was supposed to be "land of science and magic" - that's the point though - SCIENCE AND magic.

      NOT: "a teensy bit of science and a shitload of staffs and amulets because we can't be bothered thinking of scientific ways these things might work so we'll just go "MAGIC" and make it a staff or an amulet. Also staffs and amulets can be derived from each other with minor tweaks so it's easy".

      ARGH! TOO MANY STAFFS! TOO MANY AMULETS!

      "Teensy bit of Science" 


      Erm. Not to be rude, but the alchemy/science engines produce around 70% of the recipes in the game. Just saying. 

      You're not being rude by making a statement - especially when it turns out you are actually correct.

      The thing is, most of those "science" things are more basic tools that were originally invented before mankind used "proper" science. Things like axes, spears etc. were invented by cavemen, and ordinarily wouldn't require a machine to prototype. Additionally most clothing items are in "science", as are traps, farms, etc.

      I'm not knocking the fact they need protoyping - it's a gameplay mechanic that is needed otherwise it would be too easy.

      I guess when you look at the freaky/crazy stuff, most of it's magic. OK, that might be expected - but alternatively, I actually expected the "magic" to be more of the form of, say, the icebox - it's technically not under "magic", but we have no idea how it can possibly work, so "magic" is synonymous with "things work differently here. We don't know how, it's just magic" - as opposed to: "behold the magic <Colour> <Amulet|Staff> that does <thing>".

      The other problem I have isn't that there's too much magic overall, it's just that there's been too much magic added LATELY. Yes it could be balancing based on the percentages, but it stands out because:

      - most of the science is just basic clothes and tools,

      - all the magic has come recently (so it stands out more)

      - there are TOO MANY STAFFS AND AMULETS!

      The last point is what annoys me - it smacks of someone who's running out of ideas. Oh, what should we do - something that does X - OK how would that work? Amulet? Staff? ARGH!

      I mean, the line between science and magic is kind of blurred anyway in this Universe (e.g. I've always advocated for a blue gem for the ice box to act as the "cooling agent", plus how gold is used, etc.). The rules here are different to our own, I can deal with that. I just think it would be cool if Klei would give the damn staffs and amulets a rest for now. They can make a magic telescope for all I care, or a magic hat, or a magic glove, magic mask, magic lantern, magic headphones, magic mirror, magic carpet, magic... X... At least then it's different to staffs/amulets. Ideally you'd just have "headphones" though and how they work may as well be magical because they'd be made with gold or thulecite or something which would explain their power (e.g. calling nightmares to form up and attack your enemies or something).

      Also, to get back to the main point of the thread - I also agree with ShadowThing and others that the new magical stuff has come at the expense of freaky dangerous things.

      When DS started it threw nasty stuff at you, then came the new tools/things to help us out. Now we're swamped with tools/things to help us, yet the monsters haven't changed much. Although I don't mind the ruins/caves, nasty things need to happen in the surface world - like environmental effects, and new monsters.

      Apple Ogies for the massive rant. I'm not capable of condensing my thoughts today.

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    • Shadow Thing wrote:
       
      I hope they see it, and do something about it fast. No more magic! I want challenges!!! the only thing keeping it alive for me is the fact that you can change the world, this can put the game more difficult, but still no new things :(

      OK back to the main point of the thread, here's what I reckon, in vague terms, could be good to increase challenge, while possibly also finding new uses for currently semi-useless items:

      - Love the massive croc idea. This guy likes it too: http://www.news.com.au/travel/nz-kayaker-relieved-to-have-escaped-croc/story-e6frfq7r-1226709425580

      - Massive predators, that only appear after a certain date (and then maybe hibernate after a while) are a good idea (related to the above).

      - More "regular" creatures predators. Possibly only in certain biomes or places, like the hounds (by which I mean they come from a mound - not including the regular "waves", we don't need more of those IMO).

      - Extending the above: there was a thread suggesting that predators could kill prey animals (e.g. rabbits, beefalo) thereby competing with your for food. Kind of. Similar to pigs, but they'd be more active and they'd also be hostile to you (cannot be tamed ever). So more similar to tallbirds, but roam more. Or something.

      - POISON. Spiders etc. should do damage over time. Only way to remove it is with "special" things such as healing salve. Maybe damage gets worse over time. Maybe it wears off, maybe it never does. Possibly affecting other stats (e.g. sanity, hunger, walking speed, ability to wear hats, etc).

      - MORE EXTREME WEATHER. Winter's cool (well actually it's cold...sorry...), but need heatwave.

      - Taking the above up a notch - NATURAL DISASTERS. We (kind of) have fires caused by lightning. Maybe add above-ground quakes (annoying, would destroy some of your buildings - but not all.) If there were any "high ground" in Don't Stare then volcanic eruptions and massive flooding would be cool. OR if an earthquake could actually SHIFT the land - e.g. create a river where there wasn't one before. BTW are there even rivers in DS? We have mini-lakes, we have the ocean, would be good to have rivers.

      - If we have rivers - craftable bridges!

      - Add to the above - the idea from ^^^^ way up there somewhere about mountain ranges would be cool, also with craftable bridges.

      - Crazy magic event. This could potentially do weird things with your magical items. E.g. your telelocator staff/base - even when stuck in a chest or on the ground - could randomly activate during such an event and teleport a deerclops on your head. :)

      - Icebox/chest infestation: some of your stored food could, when at least stale, form some freaky bacteria. When you next open your chest, some of your food could mutate into some freaky creature. If you catch it in time, you might be able to kill it (it's just like a rabbit in inventory). If you wait too long, it grows - your icebox/chest explodes, the creature eats everything in it, and comes after you. If not killed, a new freaky species of creature will start to roam. OK a bit crazy, but would be good if the world evolved like that...

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    • EvilSquid wrote:
      Otto Van Candlefield wrote:
      EvilSquid wrote:
      Agree - too much magic, not enough science or starvation/horrific death by monster/horrific death by the elements.

      They need a heatwave season - which will now be delayed until ????. IMO they should have added that before all the ruins stuff.

      I have nothing AGAINST the ruins (or caves), or the ideas behind most of the things in them. Yes, DS was supposed to be "land of science and magic" - that's the point though - SCIENCE AND magic.

      NOT: "a teensy bit of science and a shitload of staffs and amulets because we can't be bothered thinking of scientific ways these things might work so we'll just go "MAGIC" and make it a staff or an amulet. Also staffs and amulets can be derived from each other with minor tweaks so it's easy".

      ARGH! TOO MANY STAFFS! TOO MANY AMULETS!

      "Teensy bit of Science" 


      Erm. Not to be rude, but the alchemy/science engines produce around 70% of the recipes in the game. Just saying. 

      You're not being rude by making a statement - especially when it turns out you are actually correct.

      The thing is, most of those "science" things are more basic tools that were originally invented before mankind used "proper" science. Things like axes, spears etc. were invented by cavemen, and ordinarily wouldn't require a machine to prototype. Additionally most clothing items are in "science", as are traps, farms, etc.

      I'm not knocking the fact they need protoyping - it's a gameplay mechanic that is needed otherwise it would be too easy.

      I guess when you look at the freaky/crazy stuff, most of it's magic. OK, that might be expected - but alternatively, I actually expected the "magic" to be more of the form of, say, the icebox - it's technically not under "magic", but we have no idea how it can possibly work, so "magic" is synonymous with "things work differently here. We don't know how, it's just magic" - as opposed to: "behold the magic <Colour> <Amulet|Staff> that does <thing>".

      The other problem I have isn't that there's too much magic overall, it's just that there's been too much magic added LATELY. Yes it could be balancing based on the percentages, but it stands out because:

      - most of the science is just basic clothes and tools,

      - all the magic has come recently (so it stands out more)

      - there are TOO MANY STAFFS AND AMULETS!

      The last point is what annoys me - it smacks of someone who's running out of ideas. Oh, what should we do - something that does X - OK how would that work? Amulet? Staff? ARGH!

      I mean, the line between science and magic is kind of blurred anyway in this Universe (e.g. I've always advocated for a blue gem for the ice box to act as the "cooling agent", plus how gold is used, etc.). The rules here are different to our own, I can deal with that. I just think it would be cool if Klei would give the damn staffs and amulets a rest for now. They can make a magic telescope for all I care, or a magic hat, or a magic glove, magic mask, magic lantern, magic headphones, magic mirror, magic carpet, magic... X... At least then it's different to staffs/amulets. Ideally you'd just have "headphones" though and how they work may as well be magical because they'd be made with gold or thulecite or something which would explain their power (e.g. calling nightmares to form up and attack your enemies or something).

      Also, to get back to the main point of the thread - I also agree with ShadowThing and others that the new magical stuff has come at the expense of freaky dangerous things.

      When DS started it threw nasty stuff at you, then came the new tools/things to help us out. Now we're swamped with tools/things to help us, yet the monsters haven't changed much. Although I don't mind the ruins/caves, nasty things need to happen in the surface world - like environmental effects, and new monsters.

      Apple Ogies for the massive rant. I'm not capable of condensing my thoughts today.

      Yeah I get that. I agree that I'd rather have different types of magic rather than staffs and amulets, but the updates that added them were supposed to be one update at first, but got delayed. I think if they'd just waited to release ruins rather than make Hungry for your Hunger they would have much less negative feedback, as it really seems as if staffs/amulets are their main focus now, when, from the testing they've released, it's not. ATM there's not one new staff or amulet they are working on, but rather new features for both overworld and ruins, though a large portion being in the Ruins/Caves. Like Klei said, they're not going to be making many/any new dangers like winter/lava caves/hounds, etc, but would rather tune them and add new features to make them harder to survive when it gets easy, and such. They said they didn't want to add too much micromanagement, hence no thirst meter and such. Come to think of it, with each new feature like that, you almost always need to compensate inventory/base space for it. Whilst that may seem like a good challenge, IMHO it's just tedious. I don't want to have a bunch of systems to keep my base warm or cold, but I DO want to have it be a constant struggle to stay alive even though my place is essentially a fortress now. I want more intelligent hound raids, harsher winters, more powerful threats as I survive longer. 

      I personally don't want large new threats YET. Like I said, too much micromanagement isn't good, IMO. I would rather have threats be more dangerous. ATM, for me, winter is just "Wear the Tam O' Shanter more often, make blow darts to spamkill deerclops." rather than a harsh struggle to make it through the biting cold - And from what Klei says, they are working on that; tuning and balancing the game whilst adding some new features, though many of which are for tuning purposes or to make it more interesting. I'd like to see new features, don't get me wrong, but I don't want to be overwhelmed with things to manage that almost always end up being "Eh, whatever, it's not that bad" after 1-3 times it occurs. I want to feel as if I've conquered the world at one point, of course, but I also want to feel as if things are still out to get me, to destroy what I have done.

      Back to the original point of the thread, no, I don't think Klei is going the wrong way, but I do think they should not have released Hungry for your Hunger rather than waiting to put those features in ruins. It gave them a lot of negative feedback whilst I doubt it would have without it. There's a staff and an amulet for all gem colors, which I think is a nice little theme, even though some may say it's uncreative. Works as an interesting little detail, sorta like all characters' names starting with W. Could definitely work as a part of the plot, but who knows, I may be overreacting. Anyways, cheers, nice talking with you all. 

      On a side note, I know I said something about staffs/amulets not really being added anymore whilst a green staff is coming, and that's simply because it was delayed because of balance issues. So yeah, I was not entirely accurate but still. I don't think we're going to be seeing any more staffs/amulets unless new gems get added which is unlikely.

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    • TOO.

      MUCH.

      FUCKING.

      TEXT.

      TL;DR

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    • Rekanochi wrote:
      TOO.

      MUCH.

      FUCKING.

      TEXT.

      TL;DR

      ok so basically

      It only seems like there are a lot of amulets/staffs because they were meant for ONE update and not to be added in anothers but it got delayed so they were added in a few, and that each gem has a staff/amulet to make it seem interesting.


      Also that most recipes in the game are science. but yeah thats the tl;dr yeey

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    • yey c:

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    • @Otto - I actually would have preferred them to do more tuning balancing and less new content, starting from about 2 updates ago - or possibly more.

      The fact that they're focusing on tuning to make things harder is good - however, I bet there'll be heaps of people who'll go "Why did you nerf X? WAAA!".

      I agree with you in another way too - by "harder" it should mean "harder" and not simply "more micromanagement/stuff to do". That's where I like some of their new ideas (even if they are staffs and amulets), since they potentially reduce this (e.g. hunger belt - not vital, but saves on cooking food etc).

      At the moment I don't explore as much as I'd like because I find I'm always drying meat/checking traps/harvesting & planting crops/chopping trees. It seems I might get 1-2 days of exploration followed by 3-4 of the other stuff. It's not terrible though, and could be partly because I forget that I was planning to explore so do more other stuff, then I'm ready and hounds come... ;)

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    • The REAL WX-78 wrote:
      pherodactily (sorry if spelled wrong) would swoop down and pick you up. takes u to a mountain and a whole new aspect of dont starve. always cold, more new mobs, different kind of food, layers of mountain (not like the caves). makes dont starve a bit tougher. plus not lots of food, so now the name of the game would really work. to get back to the ground, u must find the lowest part of mountain and build a ladder using planks and rope, which r very rare on mountain

      this is a good idea but the mountains would screw up the view of the camra angle if inplamented, i was thiking a more of a cloud type biome with rare new stuff in it

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    • Anon, grammar.

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    • ...but but but u guyz dis wood make da gaem 2 harD!

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    • IKR MAKE IT SO DAT U WIN INSTANTLEE IF U R WILSON!!!!!1111!!!!!!!!

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    • MAEK EFERYTIN MAED OV OOTMEEL

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    • i guess they are doing that because the game is already done, and that's that, i think they are adding caves just now because they wanted the overworld to be the way it is, this way the caves are a thing to people that already are in advanced days, and may be getting bored with the overworld

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    • 189.106.135.187 wrote:
      Hm, I've posted an idea recently in another place about how this game is getting boring(It was in Shadow Thing's blog/A new monster), and it incluides a reptile mob

      Hm, maybe migrating insects? (Grasshopers??) Who would eat your crops, all the trees would be on the "dead" state for a while, berries would need to be fertilized again and grass as well? It would be a rare occurrence on summer, really rare, maybe after 2-3 winters?

      Second idea: A reptile-like mob who leaves hybernation after winter sometimes, it would look more or less like a crocodile and would come out of a "mud mound"(yes, crocodiles can stay 1 year sleeping underground, surviving only with fat stored in their tails, it mostly occurs in dry places, like places near deserts in Africa, in fact, crocodiles were found hybernating underground in a desert border in Egypt, just waiting for the rain), of course it wouldn't happen every summer, but you'd need to be prepared as there's no much regularity for it to happen. The mud mounds can be found on swamps.

      The first sign of a "crocodile summer" would be a great amount of rain, that would melt the crocodile's burrow and it would wake up, searching for food, wich can be anything, from rabbits to beefalos and YOU. Another sign would be a strange behaviour that almost every other mob would display:

      -Pigs would be more agressive-scared and would hide in their houses for most of the day

      -Birds will not land as often

      -Beefalos will migrate to safer places(dry rockylands) and will be more agressive-scared as well

      -Rabbits sometimes won't leave their burrows at day

      -Even spiders would be moving to safer places, so a big number of spiders can be found awake at day.

      Crocodile stats:

      >Health: Varies with crocodile size, from "baby" ones(120) to monstruous adults(1000)

      >Attack: Also varies with size, from 35 to 90, also, big crocodiles have  a special "death roll" attack, wich can kill most characters if those are without armor (but to peform this attack, a crocodile would need to grab the player, so it would happen rarely with players, being used mostly with big mobs like beefalo).

      >Speed:almost player speed at most biomes, but it is REALLY fast when on a swamp area, around the same speed of a hound. Also, bigger crocodiles are much slower than smaller ones

      >Special ability: Is faster on swamps, has a scaly skin that's really hard and protects it from damage(30-85 %, varies with size), big ones have a "death roll" atack.

      >Drops: Crocodile leather(can be used to craft armour, boots :P, and a better backpack), crocodile meat(needs to be cooked, if not, deals some damage to player), crocodile tooth(used for some kind of weapon, or something else) and whatever was on it's stomach(morsels, feathers, silk...).        

      Big crocodiles will sometimes make a nest and lay some eggs there, wich, if not destroyed, would hatch into more crocodiles, wich will increase their population (they'll return after hybernating, bigger and stronger, with risk of infesting your world if not controlled in time).A crocodile will defend it's nest with it's life, being agressive even to birds.

      As winter approaches, crocodiles would head back to swamps, digging a new burrow and hybernating untill the next "crocodile summer".

      So, if those mobs were added, I would kill as many as I could while they're small and weaker and atack their nests as well, preventing them from litteraly infesting the whole world, as well as stocking food, fencing beefalos to protect them and any other important mob farm, and placing traps around crocodile burrows.

      What do you think of this idea? (The "crocodile" term is used only as a reference, as the mob looks like a crocodile, but it's a ugly reptile who sleeps under the swamps biomes-'cause all mobs from swamps are ugly-it has the "face" of a crocodile but a thiner body, like a monitor's lizard one)

      I think if you can catch an egg the mother or father lizard could chase you until you kill him or enter in a worm hole. When you already got the egg you can hatch it like the tallbird's one, but it would take 7 game days instead of 2. When he hatches he will follow and protect you forever, will grow into adult and still follow you, but when the next "crocodile summer" comes up he will leave you and travel to a very far swamp biome and lay eggs in a nest with another lizard. After 7 game days he could return and keep with you again, and every "crocodile summer" he would go to a far swamp and lay these eggs.

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    • Ehh... don't really like the idea of a crazily OP pet following you around at your beck and call..

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    • i do think that the game gets too easy not far in becasue of lack of monsters, but i think that the magic being added in the game is end game stuff that has a right to be crazy and weird (it might just be me but i think the ruins are hard as hell to get into without dying let alone get the gems from inside it). But i still think that more challenge should be added to the overworld

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    • Nomis103 wrote:
      i do think that the game gets too easy not far in becasue of lack of monsters, but i think that the magic being added in the game is end game stuff that has a right to be crazy and weird (it might just be me but i think the ruins are hard as hell to get into without dying let alone get the gems from inside it). But i still think that more challenge should be added to the overworld


      I agree the ruins are a PITA - and that's the way it should be, as you say an end-game (or fun stuff-around) for those that have "discovered it all".

      To be honest although I agree with the fact the game gets easier as you go along, I'm not sure how they'd change that. Well, except maybe the crazy croc idea - I LIKE IT!

      And/or they need to add more stuff over time - by which I mean intensity of things increases with time. Or possibly after a time some crazy thing/creature/event happens that destroys your base or something. Sure it would be annoying, but Deerclops was originally that creature - until we figured out he wasn't really that tough.

      For starters, I reckon they should get rid of that "different damage for the player" thing - you know, how Deerclops, Treeguards, and some other mobs do like 50% damage to the player, while doing full damage to everyone else. At least they could get rid of that - let them do 100% damage to us! Probably won't change things THAT much, but will make them more dangerous...

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    • FlamingFirehound wrote:
      Ehh... don't really like the idea of a crazily OP pet following you around at your beck and call..

      its not an OP pet, he would be balanced and take damage like other mobs...

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    • All mobs take damage, and did you see those stats?

      10,000 something health and 500 damage.

      Nooo thanks.

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    • but if you tame it the things should be different, as i said, >balanced.<

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    • So a mighty beast gets reduced to a damage dealing chester with no inv space?

      Oke, if it's balanced im cool with that.

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    • god damn.... ¬¬

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    • We should rename this post to "Wikia contributers taking a wrong way?" And I mean all, not just anons.

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    • TL DR, hehe but the I agree with TS, the game should have more factors in it like I saw someone mention it around here stuff like locust, or diseases that affect stuff like beefalo so you can't hunt them. things that will make it hard for you to focus on only one source of food the whole game. The only way I am enjoying the game right now is the all night mode, but it is starting to get boring as well once you have the staple base set up everything is still the same as a normal day night playthrough. I would like to see maybe more evil creatures that come out only during night time that would like stalk you around your base or something haha. oh and though its survival I think it would be great if we could have more base materials like a home fire place, a door that you can put between walls that only your character can go through, just simple things that would keep you building your home up like a regular home.

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    • 121.54.54.144 wrote:
      TL DR, hehe but the I agree with TS, the game should have more factors in it like I saw someone mention it around here stuff like locust, or diseases that affect stuff like beefalo so you can't hunt them. things that will make it hard for you to focus on only one source of food the whole game. The only way I am enjoying the game right now is the all night mode, but it is starting to get boring as well once you have the staple base set up everything is still the same as a normal day night playthrough. I would like to see maybe more evil creatures that come out only during night time that would like stalk you around your base or something haha. oh and though its survival I think it would be great if we could have more base materials like a home fire place, a door that you can put between walls that only your character can go through, just simple things that would keep you building your home up like a regular home.


      A bit OT, but apparently a door has been spotted in the game files, and it's been there for a fair while. The question is, why is it so difficult for Klei to make a friggin door!? Come on guys! Or a gate...

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    • 189.106.135.187 wrote:
      Hm, I've posted an idea recently in another place about how this game is getting boring(It was in Shadow Thing's blog/A new monster), and it incluides a reptile mob

      Hm, maybe migrating insects? (Grasshopers??) Who would eat your crops, all the trees would be on the "dead" state for a while, berries would need to be fertilized again and grass as well? It would be a rare occurrence on summer, really rare, maybe after 2-3 winters?

      Second idea: A reptile-like mob who leaves hybernation after winter sometimes, it would look more or less like a crocodile and would come out of a "mud mound"(yes, crocodiles can stay 1 year sleeping underground, surviving only with fat stored in their tails, it mostly occurs in dry places, like places near deserts in Africa, in fact, crocodiles were found hybernating underground in a desert border in Egypt, just waiting for the rain), of course it wouldn't happen every summer, but you'd need to be prepared as there's no much regularity for it to happen. The mud mounds can be found on swamps.

      The first sign of a "crocodile summer" would be a great amount of rain, that would melt the crocodile's burrow and it would wake up, searching for food, wich can be anything, from rabbits to beefalos and YOU. Another sign would be a strange behaviour that almost every other mob would display:

      -Pigs would be more agressive-scared and would hide in their houses for most of the day

      -Birds will not land as often

      -Beefalos will migrate to safer places(dry rockylands) and will be more agressive-scared as well

      -Rabbits sometimes won't leave their burrows at day

      -Even spiders would be moving to safer places, so a big number of spiders can be found awake at day.

      Crocodile stats:

      >Health: Varies with crocodile size, from "baby" ones(120) to monstruous adults(1000)

      >Attack: Also varies with size, from 35 to 90, also, big crocodiles have  a special "death roll" attack, wich can kill most characters if those are without armor (but to peform this attack, a crocodile would need to grab the player, so it would happen rarely with players, being used mostly with big mobs like beefalo).

      >Speed:almost player speed at most biomes, but it is REALLY fast when on a swamp area, around the same speed of a hound. Also, bigger crocodiles are much slower than smaller ones

      >Special ability: Is faster on swamps, has a scaly skin that's really hard and protects it from damage(30-85 %, varies with size), big ones have a "death roll" atack.

      >Drops: Crocodile leather(can be used to craft armour, boots :P, and a better backpack), crocodile meat(needs to be cooked, if not, deals some damage to player), crocodile tooth(used for some kind of weapon, or something else) and whatever was on it's stomach(morsels, feathers, silk...).        

      Big crocodiles will sometimes make a nest and lay some eggs there, wich, if not destroyed, would hatch into more crocodiles, wich will increase their population (they'll return after hybernating, bigger and stronger, with risk of infesting your world if not controlled in time).A crocodile will defend it's nest with it's life, being agressive even to birds.

      As winter approaches, crocodiles would head back to swamps, digging a new burrow and hybernating untill the next "crocodile summer".

      So, if those mobs were added, I would kill as many as I could while they're small and weaker and atack their nests as well, preventing them from litteraly infesting the whole world, as well as stocking food, fencing beefalos to protect them and any other important mob farm, and placing traps around crocodile burrows.

      What do you think of this idea? (The "crocodile" term is used only as a reference, as the mob looks like a crocodile, but it's a ugly reptile who sleeps under the swamps biomes-'cause all mobs from swamps are ugly-it has the "face" of a crocodile but a thiner body, like a monitor's lizard one)

      crocodiles?????? Its an island not a JUNGLE!!!!


      wtf???

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    • mud hounds????????


      KILL IT KILL IT WITH FIRE!!!

      not the hounds..you!

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    • X-posting this to the forums. 

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    • -.-

      If it is a island and not a jungle, explain swamps.

      Also, it is a idea for a game.

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    • DEADPOOL (TM) wrote:
       
      crocodiles?????? Its an island not a JUNGLE!!!!


      wtf???


      And your point is? Everyone knows that in real life, Tallbirds like to go for a swim, yet they're always in the mountains aren't they? :)

      Except the "mountains" aren't actually mountains, just flat stretches of rock.

      Also, being slightly more serious now, crocodiles actually hang out in many places, inlcuding desert environments - which don't look that different to the stuff in DS. It doesn't have to be swampy (that's mainly 'gators).

      Also, not sure what the fact that "it's an island" has to do with it. Australia is an island...

      Also, why exactly are you bringing the "real world" into a Don't Starve argument? Oh crap now you've gone and made me do it! I hope you're happy now!

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    • maybe a troll

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    • heeeyyy, it's the annon from the tyranodile idea :D (yes, I've disappeared for a while xD), I've finaly drawn the basic look of the creature: <a href="http://imgur.com/VQcKgKH"><img src="http://i.imgur.com/VQcKgKH.png?1" title="Hosted by imgur.com" /></a> , it does not look sooo good, but keep in mind I've made it quickly on paint ;)

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    • and yes, crocodiles hang around almost everywhere .-., there are some that live in Egypt, just waiting for it to rain so they'll leave their dry mud "tombs" and many others that live around savanah rivers, ready to kill wildbeest and then sleep for an entyre year waiting for rains again, there are even salt water crocodiles-they're the biggest ones in fact, and they live almost all around Australia- so, yeah, it doesn't need to be a jungle just because there are crocodiles '-'

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    • Joke idea:

      Maybe a annoying mob, I mean, even more annoying than globbers!

      It would be a pest mob, that appears sometimes in mid-summer when their reproduction rates go too high. They'd look like a rat, a BIG rat. They normally live underground (not on caves, they'd spawn from a hole, much like rabbits do) and only come out at night to chew on anything you left behind (any food item, eve deerclops eyeball), they do very little damage alone, but if there are too many...Well, get ready to run away and hope they don't chew you.

      Note: They are REALLY afraid off light

      Like I've said above, sometimes rat reproduction rates go way too high, and they won't be happy to leave only at night to chew your belongings, they'll leave in massive quantities at day, raging for food...

      Well........Nah, nothing left to say, they're just big, ugly, hungry and dangerous rats

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    • Even some king of eagle (Looking like a tallbird) who hunt rabbit ?

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    • 54.161.202.106
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