Talk:Telltale Heart/@comment-16617175-20141222021745/@comment-99.7.37.40-20150112040609

I agree mostly, two ropes instead of just grass

Though I was the one who died (rookie mistake went to pick up manure didn't realize i clicked attack on the beefalo) and my brother who is new to ds in general was the survivor... it is very nice that this is low tier so that WE can keep playing with a little direction from me on how to trap spiders for glands he could make this and save me... yeah it takes some of the caution out of the game but it allows for you to all play together for an extended period of time... I don't know that he would have survived the swamps long enough to kill A mosquito let alone two of them to save me... since it takes SOOOO many hours and you have to schedule time for multiple ppl to play together (at least for us to play together) I like that death isn't quite as permanent early on... and honestly if we are going to argue about perma death why shouldn't we eliminate life amulets and meat effigies? the point of adding these things was that there was a need to stop turtling to avoid death (which if we get all theoretical is just like real life... we all try to stop the clock or extend it)

NOW a good option is that after X amount of days or after your first winter or something that the cost goes up... either takes the next tier level items or that it takes more health and sanity or both... or that you can only use it on a person two times... something to limit it for when dst starts becoming managable... the early days are hard, for food and hazards.. as you learn and build a base it becomes easier (minus bosses and increasing hound waves... and dont forget stupidity) but after the base gets set most things are easy to overcome or bounce back from so I can concede the point that this plus the booster shot do kind of break the game after a while... it just makes it like "sure I will try to take out Deerclops with no armor, if I die Joe will hook me up"  or whatever