Don't Starve Together

Don't Starve Together

DsMMO
Jodlio  [developer] 28 Jun, 2017 @ 4:08am
Balancing
I am very interested in keeping DsMMO balanced.
My idea for this mod is that it should make things easier in the late game without being a (big) advantage in the early or midgame.

If you think that isn't the case or have any ideas for chances, I would be glad if you let me know.

Thanks you all for your kind feedback! :)
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Showing 1-9 of 9 comments
OscarMC 12 Jul, 2017 @ 11:03am 
I would like to know in the official page the math behind the levels (starting exp for each skill), because with tiny exp multipliers (tested 1.1 and 1.2) it works unexpected, usually the first 2 levels needs more exp than 3-10[these levels seems to work properly].
and I think the 1.1 multiplier makes it each time to ask for less exp.
PD: I am not very good at english grammar
Last edited by OscarMC; 12 Jul, 2017 @ 11:10am
OscarMC 12 Jul, 2017 @ 11:04am 
The eat exp is not balanced, because the wood gives eat exp when ingested by woodie.
Jodlio  [developer] 12 Jul, 2017 @ 2:41pm 
What is tiny exp multipliers? If it is a tool it can't work because DsMMO has its own exp-algorithm.

If you are interested in the math its in the source (https://github.com/JodliDev/DsMMO)

The respective function is get_max_exp(action, lvl) which calculates the max exp from a specific level. It is in DsMMO.lua:71


The important code-parts are:
(LEVEL_UP_RATE is set in the configurations. Default is 1.5)
local DSMMO_ACTIONS = { ["CHOP"] = 100, ["MINE"] = 50, ["ATTACK"] = 70, ["PLANT"] = 40, ["BUILD"] = 70, ["DIG"] = 40, ["EAT"] = 50, ["PICK"] = 30 } local function get_max_exp(action, lvl) return lvl > 0 and DSMMO_ACTIONS[action] + math.ceil(DSMMO_ACTIONS[action] * math.pow(LEVEL_UP_RATE, lvl)) or DSMMO_ACTIONS[action] end



About the EAT-Skill:
I was thinking about that and decided to make it purposefully like so. The EAT-skill has very few game-changing advantages and since Woodie has a minor disadvantage in the high tier CHOP-skill (because it cant be improved after about level 8) I found it interesting to give him an advantage his EAT-skill
skeleton 14 Jul, 2017 @ 3:16am 
I think he thought that exp-gain meant it multiplied the amount of exp you gained by doing something like chopping
Jodlio  [developer] 14 Jul, 2017 @ 6:08am 
Oooh I see now. Thank you, I completely missed the point.
Yes, Exp-gain controls how much the exp, needed for the next level, is increased everytime you level up.
I will see how I can change the description to make it more clear
OscarMC 14 Jul, 2017 @ 7:56am 
No, I did some test with LEVEL_UP_RATE in 1.1 and 1.2 and did not work, I was being asked for only 20-50 exp per chopping level at levels 3-10.
But I set the LEVEL_UP_RATE at 1.3 and it seems normal now.
Also, thanks for the fast response :)
Last edited by OscarMC; 14 Jul, 2017 @ 7:58am
Jodlio  [developer] 18 Jul, 2017 @ 5:09am 
Oh. You are right. It did make a few weird calculations for the first level. That should be fixed now
OscarMC 18 Jul, 2017 @ 7:10am 
Originally posted by Jodlio:
Oh. You are right. It did make a few weird calculations for the first level. That should be fixed now
Thank you very much! :D
Last edited by OscarMC; 18 Jul, 2017 @ 7:11am
Getting xp for some of these things is ridiculous. While it is ok to level up pick because Light Flowers exist, Plant and Build is annoying. Plant, while you can just fertilize plants over and over, is still somewhat tedious but not as bad as Building. Building is just building, with marble shrubs being the most effiective way to get them, seeing as you can craft marble beans then plant them for 2 xp in total. Heres the thing though: when it takes 1000~ crafting & planting of marble shrubs to get to lvl 7 building, and not to mention the materials to make pick axes, you start to go a tad insane. To understand my pain, you can take a look at this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1362703799 How do we fix this? I dunno, how about varied xp? like building a pigman house = 20xp or something instead of this mindless task of mining trees and crafting and planting... More ideas for this varied xp thing: More xp for bananas (your going into shadow monkey areas, that deserves more reward XD), 2 xp for planting a flower, Or even give even more varied xp like 2-7 xp for picking a tumble weed, making it more chanced. Also, last idea I have for this varied xp thing is to make potted ferns/succulents have alot more value. Thats all, Also, does the Treasure Hunter work only on graves? TY for reading!:steamhappy: (NOTE: Yes I DO realise that hammering an end table gives build xp but its resource heavy but SOMEWHAT ok given you can make a pig torch and if you got a ghost pal, you got infinite pigs. Regardless though, A person that builds a mega base should have just as much build xp as one who just hammers and endtable 24/7)
Last edited by |UDG| Maybe Your Doom; 26 Apr, 2018 @ 3:50pm
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