Nyarlathotep

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  1. I think you miss my point, a corpse under 30 feet of soil, in comparison to a potential meal laying outside someones door unburied...
  2. A cadaver dog can smell a corpse that is buried 30 feet underground. To say they have a 'keen sense of smell' is the understatement of the century.
  3. Yeah, I also often think the system is a little 'gamed' when meat outside is left totally ignored by carnivores. I often wish that it would attract an unusual amount of interest in the area, whilst also having the chance for it (or some of it at least) to go missing
  4. Not wanting to completely derail the thread that proposes a tent, I decided to create a new thread with my own idea to tackle this issue instead, so: Personally, I think a 'tent' would be too overpowered, especially with the proposed features. For all intents and purposes, I think that the snow shelter just needs a little more thought put into it. I understand that the snow shelter is a pretty powerful addition to the game, especially when used under the right circumstances, and therefore sacrifices must be made to accommodate this, but the fact that you effectively lose at least 3 cloth each time you make it is pretty punishing and short sighted. Maybe instead of introducing a new OP tent item that far exceeds what an 'endgame' item should, Hinterland could somehow make the snow shelter more accessible for players throughout all stages of play. Perhaps the idea of having the option to craft one without using cloth and instead consuming more sticks, but on the flipside this gives it a higher possibility to collapse on the player during crafting/blizzard/heavy snowfall etc... Something like this would present some really interesting choices for all players at many different stages of the game, especially if it was paired with a feat or skill that allowed successful crafting of more stable structures with increased practice. This skill could also affect a 'critical failure' feature in the form of a collapse (similar to firestarting/repair etc). If it collapses during a blizzard whilst the player is inside, the game could force a similar mechanic to the 'wolf fight' to allow players to attempt to break free of their snowy grave, increasing their chance for survival if they were not asleep and/or have a low overall condition at the time it collapsed, this struggle could consume a portion or the players health/condition in line with the intensity of the struggle. (I believe that Canada has a beaver that is pretty good at making homes that don't collapse, and therefore propose that the feat/skill be called 'The Beaver')
  5. I think his idea has merit. As far as balancing goes, the game probably only really needs to have the lifespan of the arrow increase in order to accommodate this feature without it becoming an annoyance. As it stands, the lifespan of arrows is pretty woeful at best, especially considering that the parts that are actually consumed in its destruction are possibly some of the least likely parts to receive this type of irreparable damage throughout its short lifespan. Hitting different surfaces could increase/decrease the amount of wear the arrowhead receives, and a damaged arrowhead could affect flightpath and penetration, especially on larger animals. The only problem I see with this is that it becomes an extra 'wear and tear' percentage that the game needs to keep track of and also consider during encounter calculations.
  6. Also, just to outline how much I had to stretch my imagination to wrestle with the concept of a sprain I received, I can scale down into this valley in the picture below (starting from this point exactly)... But I get a sprained ankle when traversing this valley below...
  7. Yep +1 to this idea. I actually find there is a lack of continuity throughout the menu's as far as shortcut keys work. Whilst a key/mousewheel may work intuitively in one menu, trying the same thing in another menu sometimes has no effect whatsoever.
  8. Yep, I have often wondered about this myself, would make for a perfect mechanic now that we can 'warm' food next to the fire. Not into the chipped tooth idea though.
  9. So, I'm attempting a 24 hour summit climb on interloper and I suffer the obligatory 'sprained wrist' affliction just from walking across a very mildly sloped snow drift... Whilst I strained my mind, forcing myself to believe I must have somehow lost my balance slightly, and put my hand out on the soft snow at a weird angle landing on it funny, I thought "terrific, this isn't part of my plan", but enjoying the addition to the challenge, I quickly adjust my schedule in my head, shifting things around to accommodate this. So with a quick check of the temperature and a glance in the sky, I decide to hunker down in a sheltered spot I notice in a small alcove nearby. Jammed snugly between a pair of large rocks, it's here I decide to make a fire to replenish my dwindling water supply. After drinking my fill and making a little for later, I check how my affliction is going... still 2 hours to go on it, "hrmm... that's strange", I didn't give it much thought aside from perhaps the activity of making/drinking water aggravated the sprain, so instead I throw some more wood on and passed time for 2 hours, and much to my surprise when I checked my affliction, it was still there requiring 2 hours 'rest'. Sitting at the bottom of the rope, I know all too well this injured wrist is the death of me now, and whilst I thoroughly enjoy the often brutally punishing nature of this game, I cant help but think that I have somehow been robbed of an experience due to a crappy game mechanic. tldr; rosehip/painkillers aside, why wont the sprained affliction heal when just passing time, but instead require a bed/sleeping roll/snow shelter. Given how invaluable time is, even just the act of forcing a player to pass time is a cruel punishment in its self, I don't see how its alternative of forcing only 'sleep' as a remedy is the best option. (which has the potential to restore more than passing time anyway)
  10. Some excellent ideas here. Repairing of broken limbs should definitely be something that your entire game becomes focused around if you are unfortunate enough to get one. 6-8 weeks is a bloody long time [in game] to carry an ailment as such. And if these injuries were to be put in, it should really be no less, otherwise why bother putting it in. I'm just not sure how they would work the gameplay around such an injury without making it seem like you just got a splinter in your finger. In the trying conditions such as the ones that we are presented in the long dark, I see a broken limb as a very slow death sentence.