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Dug

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About Dug

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  1. Apologies for resurrecting this long-dead thread, but I was bored on a conference call, so...
  2. The greatest benefit would be a reduction in random sprain injuries - a stick grants you more stability when walking.
  3. Agreed. #excited
  4. I'd like to see injuries from using tools, especially edged tools. Every time you hack up a branch with an axe, or havest a carcass with a knife, there's a risk of injury. Even popping-open a locker with a prybar should carry some risk. When your condition is good, this risk should be miniscule, but the likelihood should ramp up fast when very tired or cold (probably when suffering condition loss from hungry and thirst too). The likelihood should be higher for low condition (blunt) tools and reduced with high relevant skill. Mostly, such injuries would be a laceration requiring some basic first aid, but occassionally you lose a finger (permanent condition loss) - this severity risk might increase with tool condition (sharpness) and cold/tired states. These small, and potentially cumulative, incidents add an element of risk in the mid to longer terms as well as a trade-off between doing less and being safe, and pushing the boundaries of human endurance to achieve more. Adding a voice-cue to near misses will highlight the danger to players. For example, if there's a 1% chance of mishap and the RNG comes up with a 3, then a voice-cue saying, "Man, I could have had my finger off with that thing; I need to be more careful". Thoughts?
  5. I'm relatively new to TLD but I name all of my sandbox games after my learnings and experiences from the previous game (except the first one, of course). My first was called "Don't hurt me". Then came "Not in the face" after my first wolf encounter and resulting demise. Then "Feed me" after I starved to death in the Trapper's Cabin. Next up were the short-lived, "Wolf dodging" and "No, not more wolves". I'm currently on "B*stard wolves" and I seem to have mostly mastered the art of avoiding them in areas I know well. Still, I have too many run-ins (i.e., more than none) when exploring but, as long as I keep myself in good condition and don't exhaust myself in danger-zones, I seem to be surviving the encounters better. I know I'm not ready for interloper (or stalker, for that matter) yet, but I'm getting there. For me, they are the main contributor to the pensive atmosphere of the game. They are the one thing (well, apart from the odd bear) that stands between me and survival. Weather, food and water are relatively easy to manage if I plan ahead; the wolves are the spanners in the workings of my plans. They're the uncertainty. The thrill. I curse them almost daily, but they are what keeps the game interesting (for me). Even my forum avi pays tribute to their tenacity.
  6. Mine was a Commodore 64 (although I had occasional use of my brother's Sinclair ZX81, before that). I built my first x86 PC from second-hand components, after university; a 386sx 16Mhz. I swear Windows 3.11 ran faster on that thing than XP or 10 does on my current quad-core 2.2Ghz box (which is long overdue yet another upgrade). Edit: On man, I'm proper geeking-out over old PC hardware now. Currently reading a Wikipedia article on the AMD K6 processor; I loved my little K6 - most stable set of hardware I've ever run.
  7. Nah, that's perfect interloper: "Here's what you could have won; so long sucker."
  8. In my experience, capitalistic pressures usually result in unfinished products that are rushed to market to meet a deadline. Software especially so; I've seen so many games ruined by fixed launch deadlines. So many. :-( These guys are living the dream. I'd love to have the financial security to pursue my creative ideas. Having a fan-base on top of that, eagerly awaiting your work, must be doubly rewarding. As for fans leaving; are they truly fans? Certainly not loyal ones, or patient ones. As with any customer-base, you look after the loyals. If you spend all your time chasing fickle customers, your loyal base will feel unloved and the core offering will erode; the project will fail. Look after that core and you have a solid base of loyal customers that will always be with you and they will grow over time, because those loyal customers will proselytise about your offering. The opposite is true of the impatient, demanding, infatuated fan in danger of abandoning the brand - they are more likely to become brand-detractors; they have no loyalty and can turn negative if they don't get what they want. They expect the brand to become what they want of it, whereas the true fan loves what the brand is and accepts it as such. Sorry, I'm going off on one. The company I work for has recently come to this realisation after a good many years in the wilderness. It's finally realised that you can't please everyone and a period of consolidation is sometimes required in order to grow.
  9. Difficulty: Voyager (not been brave enough to go further). Rifle only (I am terrible with the bow).
  10. I might be missing something from this discussion but whenever I take a heart/lung shot at a deer, in TLD, it drops where it stands. The one time it didn't was when I botched the shot and accidentally shot it in the rump.
  11. support

    Cool. I never knew about this. That's amazing.
  12. This is on the "near term" roadmap: http://hinterlandgames.com/the-long-dark/roadmap/
  13. Dry rice is about 3600 calories per kg. This would cook into about 3kg (~1200 cal/kg) of cooked rice. Common portion sizes range from 60g to 90g of (dry) rice per serving, which would only be 215 to 325 calories per portion. Even assuming large portion sizes to feed your survival-need, it's not going to be a game-changer in terms of calorie input either.
  14. One-shotting it seems incredibly harsh. I've never seen a bearskin bedroll, but they don't strike me as being particularly fragile. They should certainly be a lot more robust than a down bag.
  15. I'm not Hinterland, and I have no actual answers, but I do have a few words on numbers, probabilities and likelihoods. Random number generators are, well, random. Sometimes they churn out the same number multiple times. It seems that, even with a 70% chance of success, on average I still fail to repair a clothing item 66% of the time, but that's randomness for you - sometimes your dice keep rolling low. Apple made its iPlayer random number generator *less* random, specifically to make it *seem* more random, because random play just wasn't "random enough" for their customers. As for bedrolls attracting more damage than anything else, they are often (not always) strapped to the outside of a pack, and in this case are less protected than items inside. If externally-mounted, they are most often strapped to the top or bottom of the pack; both positions are going to be bad if you fall on your backside and wrestle with a wolf - either you're sat on it, grinding it into the terrain, or it's behind your head as you are dodging/deflecting lunges to your throat. Personally, if there's room in the pack, my sleeping bag always goes on the inside, in some kind of waterproof compression sack. But that's a nice compressible down or synthetic sleeping bag - a bear skin (as the weight suggests) isn't going to be as compact. There may be no other option than to mount it externally. I'm not saying you don't have a valid grievance. Just offering some suggestions as to why the game might work the way it does. I can't construct a good argument for attracting wolves from farther away without there being equally valid counter-arguments.