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About Pillock

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  1. The way I look at it, you already need to go and find the hammer before you can forge. On Interloper it's on a different map from the forge itself, but on the other modes it can spawn in the same region. Neither DP nor FM are very big, in terms of searching for them. I wouldn't have any issue with the metal work book being located somewhere near the forge (perhaps not in Interloper?). There's usually more than one of each book in the world as it is? In any case, I don't think you'd need to be worried about not finding it, or even about not being able to forge at all. It's pretty far from necessary, given how many ready-made hatchets, knives and arrow heads are available to find - plus the fact that these tools aren't even necessary for your character's survival anyway. Interloper is always the exception, but I doubt many people would object to that being made harder. It's supposed to be extremely difficult.
  2. More base customisation is/was in the roadmap, wasn't it? Craftable racks/shelves might be a thing later in development. It'd be nice. I'd really like to see an overhaul of the item placement system. I'd like to have it so all items can be placed in hands, and interacted with from there (in the game environment rather than in inventory menu). And following from that, the ability to go directly from 'item in hand' to the 'place item' mechanic, so that you don't have to drop everything on the floor, and then move it about from there. Take the example of the lanterns: you can't pick them up without going through the stage of taking them in-hand first - this feels a bit cumbersome when taken in isolation, because it's the only item that this applies to, but if it was the case for everything it'd make much more sense. It's a fairly minor detail as far as gameplay goes, but it'd make the environment feel more tactile and immersive, in my view. I find it odd that currently different items force players to interact with them using completely different control patterns to do essentially the same things (ie. pick up, use, put in inventory, drop, etc).
  3. I think a forging skill makes absolute sense, given the other tasks that already have the skill system attached to them. In fact, and this has been suggested before, I think the whole forging ability should be gated behind an initial research book - so you can't do it at all until you have unlocked it by reading. Forging metal tools is not something you should be able to just do if you've never been educated in it first. I think the same goes for making hunting bows as well. Your first attempts would be so bad that the end product would probably be totally unuseable. I think you should need a skill level before you even attempt it.
  4. Once per game, that is! If you're as bad at Interloper as I am, then you go there for the 'first time' quite frequently. And its a pain in the arse every one of them!
  5. You have to use meat.
  6. Well, I'm not sure there are any species of sharks that would be likely to attack humans in that part of the world. And I don't think there are many - if any - cases of killer whales attacking people in the wild either. But even if there were, how would you avoid them? Is not like you would be able to get away from them if they did attack while you were swimming, and its not likely you'd survive the encounter either, so it wouldn't really work as a fun gameplay feature. Scuba gear wouldn't be likely to be very common, or last long or be renewable, so I don't think that would be worth including. Wetsuits, maybe, but that wouldn't allow exploration of underwater caves, etc. by itself - just a warmth bonus while swimming, perhaps. If they do introduce warmer seasons, and things like boats and swimming come into play, then diving in the shallows for shellfish and stuff sounds reasonable. But I'm not sure that extensive underwater environments are really sensible for this game. It'd be a pretty radical change of direction and scope.
  7. suggestion

    I can't disagree with anything you say here (except shame on you for caving in and using the wiki!), but I think my point still stands. Forty seven days at the Camp Office has not got boring for you, because you have still found it challenging - to get all the resources you need to keep going, I presume? You're doing pretty well, and you will continue to get better and more efficient at surviving as you carry on. And as you do so, I am willing to bet that there will come a point in your game when you have established a reliable system of renewable food and fuel gathering, and you will have explored everywhere on Mystery Lake. And then you might start to think to yourself: "Ok, what now?" I'm not saying that growing vegetables would break the game, necessarily, but it would have to be carefully balanced so that it didn't make the sedentary playstyle more easy than it is now - this is not a balance direction that the game needs. If anything, I think it needs to go the other way slightly. But if fishing and snaring became less reliable, and hunting became much harder, then I think in conjunction with some simple gardening mechanic, it could work. But the list of fruit and veg that would tolerate the climate is pretty small.
  8. It would need a fairly hefty physics overhaul! At the moment, there is nothing approaching realistic friction in the game. You can walk down near-vertical cliffs as long as you're careful, seemingly glued to the surface like a spider. More importantly as far as skis or sleds are concerned, you can't slip or slide down a steep bank. Improved physics is absolutely necessary before - or alongside - any inclusions of friction-based movement like these.
  9. I don't agree with including scuba gear or wet suits. But if we get to play Bear Island in summer, swimming is an obvious addition to complement it, especially in places like Mystery Lake. Sharks and killer whales to avoid? I hope you're joking.
  10. It don't really understand it either. It seems like they changed it just so that it would annoy people. I mean, the first time you go there ever, if it's dark, you might fall through the floor to the lower level and be a bit confused/surprised for a few seconds. But once you know about the gaps, it's just irritating. I think it should be changed back, personally.
  11. I think this a good idea. Research times x2 if you're sick or injured (or starving!)? I use the reading in-game as a way of avoiding use of the 'pass time' system. I just want to feel like I'm doing something productive if I'm forced to wait out a blizzard and I have nothing else that can usefully be done.
  12. suggestion

    The main problem is the warmth and the light. You might be able to grow potatoes if you found some bags of compost (and some potatoes to start you off, obviously). I think you'd probably need to keep a fire burning in the same room in order to maintain enough ambient warmth though. The thing about enabling players to live off the land in one location is this: it's really boring. You can do this already with current game mechanics if you want to, and you don't need vegetables. If you live close to rabbits (and preferably fish as well) you can get a sustainable food supply; then all you need to worry about is having enough matches/ignition sources. But it gets really tedious and repetitive. I know it's all subjective as to how one gets enjoyment from the game, but the exploration of the world is what makes the game interesting and challenging, not the sedentary farming bits (or a mixture of the two, at least). Exploration and movement around the map brings all the game systems into play - dangerous animals, weather, different types of food available and equipment required. If you stay in the same spot, you're deleting a lot of this variation from your experience.
  13. suggestion

    Well, if this were to be introduced - collecting and drying animal faeces - it would raise the question as to why we don't have to dry out firewood we find lying in the snow, as well. That might be a can of worms that doesn't need opening. On tracking: it just isn't necessary to track animals at all with the current AI and spawning systems. If you want to hunt, you just go to where the animals are, then shoot them! In order for any kind of tracking to be introduced, and be worthwhile, it'd need a big overhaul of the way the wildlife behaves and moves around the map. This isn't to shoot down the suggestion at all - more free-roaming, less predictable wildlife movement would be a big plus to the game overall if the devs could pull it off. (by the way, who actually uses the word 'poop' unless they are talking to someone below the age of 6, or are below the age of 6 themselves?)
  14. Sorry if I'm missing something obvious, but surely you can use Engine Cave to warm up in without a fire, as long as you have enough food and water and wakefulness (for want of a better word) to last you while you pass the time? Is there anywhere you can catch rabbits nearby? You can then sleep in a shelter when needed (I suppose for this you'd need the shelter to be at the top end, as there's nothing much useful to be done at the bottom and you can't pass through the cave without using fire anyway). Have you tried harvesting carcasses in small batches, warming up somewhere inside in between? That might not be feasible where you (and they) are, come to think of it. And fishing: fishing is good. Not only is it good calories, but the oil allows you to make torches, which allow you to guarantee 1-match firestarting every time (one torch will last at least 6 failures, probably more). I guess you need the hammer to fish (unless icesmasherbars spawn anywhere ever in TWM?), but if you can get the fishing hole open, using a low-condition set of tackle to catch a few fish seems to me like much better last use of it than ruining on a clothing repair. I don't think tackle-condition counts for anything when fishing, but I could be wrong. In any case, if you do decide to fish, it is probably best left until after you have your new boots and panties, so you can maximize warmth and minimise fire useage inside the hut. Good luck with number 34!
  15. Yes. And why not throw in some dragons and magic spells while we're at it?