Muk_Pile

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About Muk_Pile

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  1. Here's some more ideas I'd like to get out of my head: Ski Goggles Description: "Designed to keep snow and wind out of your eyes. Might also protect them from a wolf attack." Slot: Accessories Weight: 0.25 kg (0.55 lbs) Warmth: 0.25o C (0.9o F) Windchill: 1o C (1.8o F) Waterproof: 80% Protection: 3% Sprint: 0% Repair: N/A Sun Glasses Description: "Well, it's the end of world, so why not go out looking like a bad-ass?" Slot: Accessories Weight: 0.1 kg (0.22 lbs) Warmth: 0o C (0o F) Windchill: 0.5o C (0.9o F) Waterproof: 80% Protection: 1% Sprint: 0% Repair: N/A Hearing Protective Muffs Description: "Paded earmuffs designed to reduce loud noises. They also insulate your ears, somewhat." Slot: Accessories Weight: 0.5 kg (1.1 lbs) Warmth: 1o C (0o F) Windchill: 0.5o C (0.9o F) Waterproof: 80% Protection: 1% Sprint: 0% Repair: N/A Effects(?): Game Volume lowered by 50%
  2. Hunting the hunter. "Hey, dude! Check out my new ear piercing!" "Wish you were here!" "Get this thing off of me!" The Phantom Cabin of Mystery Lake [Insert X-Files Intro Music] Arrow in the head hat...only it's not a hat. [Insert Skyrim Arrow to the Knee Joke] "Guys? I'm still under here. This is not funny!"
  3. The overhaul to the clothing system in the Resolute Outfitter update was a truly welcomed and refreshing event. It not only changed how we clothe ourselves from the elements, but also contributed a significant diversity in the variety of clothes and garments we can find and craft. That being said, I still think that there might be a few items that would provide even more diversity and fill vacant niches if they were added into the game. This topic is open to anyone with new ideas for clothing and appeal. Let me get the ball rolling with a few of my own ideas: Silk Liners Description: "Thin, lightweight socks designed to wick moisture away from your feet, keeping them dry and comfortable." Slot: Feet Weight: 0.10 kg (0.22 lbs) Warmth: 0.25o C (0.5o F) Windchill: 0o C (0o F) Waterproof: 40% Protection: 0% Sprint: 0% Repair: 1 cloth, 75% in 15 minutes Rabbit Fur Cap Description: "A handcrafted cap made out of warm, fluffy rabbit's fur." Slot: Head Weight: 0.5 kg (1.1 lbs) Warmth: 2o C (3.6o F) Windchill: 1.5o C (2.7o F) Waterproof: 50% Protection: 3% Sprint: 0% Recipe: 3 rabbit pelts, 2 guts, 8 hours to fabricate w/ sewing kit Repair: 1 rabbit pelt, 1 gut, 30% in 30 minutes Galoshes Descripiton: "Encased in waterproof rubber and lined with insulation, these tough boots have been worn by fishermen and miners alike to keep their feet warm and dry." Slot: Feet Weight: 2 kg (4.4 lbs) Warmth: 2o C (3.6o F) Windchill: 1o C (1.8o F) Waterproof: 80% Protection: 7% Sprint: 10% Repair: 1 Leather, 30% in 90 minutes
  4. I've been rooting for more rabbit skin uses ever since I joined this forum. Here are some old ideas I came up with over a year and half ago: Mend Clothing with Rabbits Pelts Rather than trekking out in the middle of snow storm to stalk down a deer just to repair that small tear in your deerskin pants, why not use one of those rabbit pelts you have stacked up in a heaping mound on your cabin floor that you haven't found a use for yet? Rabbit pelts can be used as a substitute material to repair fur clothing, though to a limited degree The initial repair would use 1 rabbit pelt and 1 gut, and would repair the damaged article of clothing by up to 15% The next repair would repair only 14%, then the next would repair only 13%, and so on until the fifth repair, which would repair the article of clothing one final time at only 10% After that fifth repair, you would not be able to repair that piece of clothing until you repaired it atleast once with the animal pelt that currently does the job (i.e. deer pelt for deerskin boots, wolf pelt for wolf-skin jacket, etc.), in which case the next repair you perform with rabbit pelts would begin again at 15% In total, the maximum amount you could repair any clothing item with rabbit pelts (excluding rabbit mittens and cap, of course) would be 70% Rabbit Fur Cap A cap made out of warm, fluffy rabbit's fur. Provides +2 C (+3.6 F) in felt temperature; +1.5 C(+2.7 F) in wind chill protection Weighs 0.5 kg (1.1 lbs) 50% Waterproof 3% Protection Recipe: requires 3 rabbit pelts, 2 guts,, 1 sewing kit and 8 hours to fabricate Mends: 1 rabbit pelt, 1 gut, 30 minutes repairs 30%
  5. It's not just on Coastal Highway that the wolves are congregating in packs; Forlorn Muskeg is swarming with these furry fellas. Just the other day a whole pack of them just showed up out of no where out on the ice outside the cave I was lodging in. Here's my proof: Each one of those blurry black specks on the ice is a wolf; there a total of 5 that you can see in the photo, though I did go out a find another dead one lying out there. Plus, that doesn't count the 2 other wolves I slaughtered on the shore line for getting in my way (rude little buggers they were, too!). In total, that's a pack size of 8 wolves; so glad they weren't coordinating as a group and springing any ambushes on me!
  6. The torch I am going to discuss about in this post is a very specific one: it is the one that is found in belly of the Hydro Dam, lying in the hallway connecting the staircase to the turbine room. While I had been scavenging the Hydro Dam in my current run, I picked up this torch and shoved it into my backpack to use it later when my crafted torch would eventually burn out. Several in-game days later, I finally burned out my crafted torch and I needed to light a fire. Naturally, I selected the torch I had picked up at the Hydro Dam; it was at 30% condition when I light it with a match. As I am selecting my materials to light the fire in the stove, I notice my torch is burning with at full condition. I exited the fire building menu, looked in my inventory for the torch, and saw that it's condition had rebounded from 30% to 85% condition! Here are the pictures I took before and after I lit the torch: Torch @ 30% Condition Before Lighting It Date Created: 1/27/2016, 6:38 pm Same Torch @ Full Condition Before Lighting It Date Created: 1/27/2016, 6:38pm Same Torch @ Near Full Condition After I've Light It & Used It Date Created: 1/27/2016, 6:40 pm
  7. Yep, same thing happened to me last night. TL;DR---> A wolf spawned within several yards in front of me, just like in the video above. I had been trekking my way across the frozen expanse of Forlorn Muskeg all day long and I was within sight of the abandoned Homestead. Darkness was approaching fast, so I decided to make camp there for the night. As I march closer, I saw the distinctive silhouette of two wolves patrolling the right side of the shore. "No problem." I thought, "I'll just change course and head up the left side of the bank, since there are no wolves there." As I confidently strolled over the dilapidated bog bridge and was just a few yards from the shore, a wolf suddenly burst forth from the snow bank, pouncing upon me with fury and zeal. I managed to wrestle him off of me and he scurried away, tail between his legs. Still, he got a few good bites into me and I had to use 2 bandages to keep myself from bleeding out.
  8. +1 to rebinding "dropping firebrand" from LMB to Holster Key Yeah, I've always found it annoying when I would drop my brand as I'm picking up sticks, and I have to turn about and pick it back up. This is especially annoying when playing on the new map, Forlon Muskeg, since I'm pretty much picking up sticks everywhere that I walk so that I can make a warm fire to last me throughout the frigid night. It's also kind of a pain when I'm trying to scare-off a wolf by flailing my firebrand and I click LMB instead of RMB, dropping the darn thing and having to waste valuable time reaching down to grab it back up as the hungry wolf inches closer.
  9. +1 for crafting improvised clothing from just cloth Crafting simple outer layer garments (e.g. parkas and cloaks) from spare blankets or several piece of cloth would be a helpful mechanic to have in game. However, they shouldn't be nearly as good as higher tear clothing and would only be a viable option for when we are first starting out in a new game. Here's what I think some garments would look like: Improvised Parka A simple outer-layer garment that provides some protection from the elements. 1.1 lbs / 0.5 kg +2oF / +1oC Temperature +1oF / +0.5oC Wind Resistance Crafted with 5 cloth in 4 hours Can be harvest for 4 cloth Improvised Cloak A full body-length outer-layer garment that provides some protection from the elements. 2.2 lbs / 1 kg +2oF / +1oC Temperature +2oF / +1oC Wind Resistance Crafted with 10 cloth in 8 hours Can be harvested for 8 cloth Blanket A simple wool blanket that provides poor bedding for sleeping on the ground. 0.66 lbs / 0.3 kg Up to +4oF / +2oC Temperature Can be taken from beds, which downgrades them to bare mattresses Can be added to beds, which upgrades them to furnished beds Crafted with 4 cloth in 2 hours Can be harvest for 3 cloth Basic Bed Roll A light-weight kit that provides adequate bedding for sleeping on the ground. Identical to standard bed roll currently in game. 2.2 lbs / 1 kg Up to +9oF / +5oC Temperature Crafted with 12 cloth in 12 hours or 4 blankets in 6 hours Can be harvested for 10 cloth Superior Bed Roll A heavier bed roll that provides improved bedding for sleeping on the ground. 4.4 lbs / 2 kg Up to +18oF / +10oC Temperature Crafted with 16 cloth in 16 hours or 8 blankets in 12 hours Can also be upgraded from Basic Bed Roll with 4 blankets in 6 hours Can be harvested for 12 cloth
  10. support

    Well then, I think the struggle mechanic is doing it's job; what would be more frustrating in real life than getting into a death-match with a wolf?
  11. support

    Welcome to the forums, @Teegan! You should be able to fight back when you are attacked by wolf, even if you have nothing but your bare hands as weapons. However, you must also spam your left-mouse key to struggle and fight back, which fills the "struggle meter" that appears on screen during an attack; the fuller the bar, the more likely the wolf will give up and flee. Also, the best way to not get attacked by a wolf that is stalking you is just back away until you are either near a wolf-proof shelter (e.g. houses, ice fishing shacks, caves) or have positioned yourself so you're out of the wolf's direct line of sight, then turn back around and bolt it as fast you can! It is surprisingly easy to keep your distance from a wolf just as long as you don't turn your back on him for too long and he just keeps snarling at you; when you hear him do a snarl-bark, that's when you need to start running! Oh, and I've heard somewhere on the forums that if you find yourself cornered with your back against a wall, there is a strategy with a small chance of scaring off the wolf before he attacks, though it seems to work only about 25% of the time. Here's how I think it works: Press your back against a wall while facing the wolf Sprint at him for about 2 steps or so Either watch the wolf scuttle away in fear or ready your trigger finger for some left-mouse spamming! I hope this advice helps you endure and enjoy the challenges and wonders this game has to offer!
  12. After chopping up sticks and branches for a few weeks in game, I would think our character would pick-up on small little details and techniques that would improve their ability to harvest wood (e.g. placing the branch on a rock/stump to use as an anvil, alternating your hatchet's angle of attack to improve chipping). Here's how I think such a skill system would progress: Level 1 Base Harvest Times Large Branches take 45 minutes with a regular Hatchet to produce 3 logs Small Branches take 10 minutes to harvest by hand and 7 minutes with a Hatchet, producing 3 sticks Wooden Crates take 15 minutes to harvest by hand and 10 minutes with a hatchet, producing 1 reclaimed wood Level 2 10% Quicker Harvest Times Large Branches take 40 minutes with a Hatchet Small Branches take 9 minutes by hand and 6 minutes with a Hatchet Wooden Crates take 14 minutes by hand and 9 minutes with a Hatchet Level 3 20% Quicker Harvest Times Large Branches take 36 minutes (Hatchet) Small Branches take 8 minutes (Hand) / 5 minutes (Hatchet) Wooden Crates take 12 minutes (Hand) / 8 minutes (Hatchet) Branches now produce an additional Tinder Plug when harvested Level 4 30% Quicker Harvest Times Large Branches take 32 minutes (Hatchet) Small Branches take 7 minutes (Hand) / 5 minutes (Hatchet) Wooden Crates take 11 minutes (Hand) / 7 minutes (Hatchet) Sticks now produce 3 Tinder Plugs when harvested Branches now produce an additional Stick when harvested Level 5 40% Quicker Harvest Times Large Branches take 27 minutes (Hatchet) Small Branches take 6 minutes (Hand) / 4 minutes (Hatchet) Wooden Crates take 9 minutes (Hand) / 6 minutes (Hatchet) Large Branches now produce an additional Log when harvested So what do you guys think? Is this a good idea and should be added to the game? How could it be improved and revised to be as intuitive and realistic as possible?
  13. +1 to New Food Ideas +1 to Pocket Knife (+) Weighs 0.33 lbs / 0.15 kg (same weight as an Arrow) Rare Item On Interloper, only 2 spawn in the entire game 1 guaranteed spawn location (mostly like crashed plane on top of TWM), 1 randomly spawn location (+) Performs same tasks as a regular Hunting Knife (--) *Increased harvesting durations by 25% (--) **Increased wear/condition-loss by 50% (+) Can be used to start fires similarly to a Magnifying Glass (+) No wear/condition-loss when starting fires (--) ***10% lower fire-starting chance (--) ***20% longer fire-starting duration (+) Can be used to chop down Saplings (--) Cannot be used to chop firewood (+) Can be used to repair items similarly to a Tool Kit. (--) Increases chance of a successful repair by only 5% (--) Decreases repair duration by only 10 minutes *Better than a Hatchet, not as good as an Improvised Knife, worse than a Hunting Knife. **Not only would the blade of a pocket knife dull faster with use (due to the combination of the shortness of blade and the resulting overall wear from increase harvest time), but the blade is also thinner and secured loosely on a single bolt, which would result in higher tool wear and strain from daily usage. ***Reduced fire-starting chance and slow fire-starting speed are due to the small size the magnifying glass would have to be to fit into the limited confines of a pocket knife.
  14. Well, as long as your Tool Sharpening Skill Level is below 42, that's percentage you would sharpen your tools by. Basically, tool sharpening was changed several updates back, so now it is no longer static repair system but rather a dynamic skill-based system. How this system works is really quite simple: every time you sharpen a tool, your Tool Sharpening Skill will increase by 1 level (starts out at 32, caps at 100), which will decrease either the amount of time spent sharpening or increase the percentage of condition your tool regains when sharpened; however, these improvements only occur after increasing your skill by multiple levels (on average, it seems to be every 10 levels or so). Also, welcome to the forums, @oh god a wolf!
  15. suggestion

    +1 Vending Machines A vending machine outside a gas station sounds like a great idea and a realistic one, too. However, I don't think you'd be able to operate it because it's circuits would be fried and, unless you happen to have a working generator, would not have any power. Still, I'd imagine you could take a crowbar and whack-at-it until either you smashed through the exterior or pry the door-off. Or, if the developers designed it more like a container, you could just stick you hand into the vending slot and feel around for any forgotten snacks. But then again, seeing as how ransacked the buildings are in the game, I'd bet someone else would have gotten around to tearing apart those machines and looting it's precious bounty before you ever would've gotten there. Also, I'd be surprised if such a vending machine outside the gas station wouldn't contain some Soda.