sarudak

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About sarudak

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  1. Any kind of multiplayer would require radically changing core design elements. There are no plans for this.
  2. Yes there is a single deer spawn in the heavily forested side.
  3. Seems like the kind of WIP graphics you would see in an alpha. That said they are talking about a release soon so maybe they didn't have any plans to add this.
  4. Marsh Ridge is a great place to live in FM using a snow shelter inside the half cave area. There is the cave with loading screen if you need to cure guts or a blizzard gets too intense, deer and rabbit spawn, lots of wood, and you never need to worry about wolves in your home base area. The one downside is that it is far from the crafting bench and forge.
  5. That sounds fine as long as it doesn't slow down the game and increased saves doesn't increase the chance of save corruption. The biggest issue I have with saves right now is with Forlorn Muskeg because interiors are so uncommon and there's no good way to force a save often I have to lose some significant progress or sleep in a position that is a bad idea if I need to quit playing.
  6. I don't think it would make a less compelling experience at all. It just feels wrong that a perfectly healthy person could die from cold without ever waking up (https://www.woot.com/blog/post/the-debunker-will-sleeping-in-extreme-cold-kill-you) as if you were mauled by a wolf in your sleep and the game didn't wake you up but simply let you die. I'm all for game difficulty but given this is a survival game it's important that the way the player interacts with the world *feels* natural and realistic, note that this is not the same as *being* realistic. It's also important that the game feel fair, which is why bears don't ever just maul you to death even though that would be more realistic. Another example of a game mechanic I dislike for very much the same reason is the 'rest as a resource' mechanic. The idea that the best was for my extremely injured character to heal quickly is to go out and repeatedly climb a rope to exhaustion so he can sleep more just feels all kinds of wrong. And the constant minigame of trying to manage your rest bar so you can sleep through the night but not suffer extreme penalties just feels very gamey and not fun. It pulls me out of the experience. Does it make the game harder? Yes. Does it make the game more fun? No. There are so many ways the difficulty could be increased that would make the game more compelling without feeling unfair or unfun. Just some examples: Dramatically reduced healing rate Reduced wildlife spawn to make hunting harder More danger from wolves Reduced loot (esp tools)
  7. I still think this is terrible game mechanics. If you go to bed warm and your reach freezing you should wake up. That's how it happens in real life and it would benefit the game if it worked this way. A death like that just feels cheap and it cheapens the game experience. If you go to bed cold on the other hand....
  8. That's not nearly as bad as when you character picks up a stick outside and blurts out "I wonder who this belongs to" or "I hope nobody still needs this"
  9. Houses do not degrade - You have infinite warmth Beds do not degrade - You have infinite rest Wood respawns and magnifying lens never degrades - You have inifinite water and cooking Snares are renewable - You have inifinite food That said there is soooooo much loot. AFAIK no long run has ever ended due to limited resources.
  10. I think the too fast condition recovery if changed would have a huge beneficial effect on the game. As it is clothing damage hurts far worse than condition damage from an animal encounter. That just feels so wrong.
  11. Exactly. I always run a fire in the tail section while I'm gathering and sorting the loot
  12. Just FYI you can break down crates in the tail and get stuff too. One of them might help with your fire starting situation. Only the single crates give anything and not all of them. I have never gotten anything from the stacked crates.
  13. I think this is really the root of the issue. The player should never have an affliction happen to them that a normal person would have felt happening to them without knowing that it was happening to them.
  14. I think he was trying to say that with his idea in place you wouldn't be able to as easily make as much water per fire (since you would be additionally limited by available containers).
  15. I understand I can do that but having to look at a completely different screen just to check on that one thing doesn't seem reasonable. I don't need to know if my clothes are getting wet just if I'm at risk for an ailment and what progress it's at. Every other ailment risk is either so urgent that you need to respond to it immediately (bleeding, infection), is directly related to one of the bars you can see (hypothermia), or is something you can't really respond to at all (parasite risk). Frostbite risk is just too easy not to notice because the disconnect between when my boots get wet and when I get frostbite is too long. I stepped through the ice and had wet boots but I knew I had several hours so I killed the bear like I wanted to. I probably missed the risk warning sometime when I was harvesting the carcasses. Totally forget my boots are frozen, get back and check my status (tab), everything looks good, go to sleep suddenly 2 instances of frostbite and well on my way to a third. It just feels completely broken that I can completely forget my character's feet are frozen. And to add insult to injury the affliction is permanent.